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Assets/Mods/Basic/Cards/Data/General/CardData_Basic_Whimsy.asset.meta rename to Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Whimsy.asset.meta diff --git a/Assets/Mods/Basic/Cards/Data/PlayerHeros/Mage/CardData_Basic_FireBall.asset b/Assets/Mods/Basic/Cards/Data/PlayerHeros/Mage/CardData_Basic_FireBall.asset deleted file mode 100644 index 39e6c5dd..00000000 --- a/Assets/Mods/Basic/Cards/Data/PlayerHeros/Mage/CardData_Basic_FireBall.asset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:ca6d8126c1117fb44030d24f649eac74684a8c12c39d602e88fc04d6da6e3f2c -size 1688 diff --git a/Assets/Mods/Basic/Cards/DefaultCollections/CardAttributesDefaultCollection.asset b/Assets/Mods/Basic/Cards/DefaultCollections/CardAttributesDefaultCollection.asset index b07873ac..949de64c 100644 --- a/Assets/Mods/Basic/Cards/DefaultCollections/CardAttributesDefaultCollection.asset +++ b/Assets/Mods/Basic/Cards/DefaultCollections/CardAttributesDefaultCollection.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:218c76fbd71d6a21f2037a26289982c4faf255cfe7cf6581260e3d7924a5f45a -size 2311 +oid sha256:e48ddec7338528c3ec33eea61e6e474e8b628a7ba4740321ff62a1007bfd7363 +size 862 diff --git a/Assets/Mods/Basic/Cards/Scripts/Assassin/Backstab.cs b/Assets/Mods/Basic/Cards/Scripts/Assassin/Backstab.cs index 96afbda2..6cb9149f 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Assassin/Backstab.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Assassin/Backstab.cs @@ -27,7 +27,7 @@ namespace Continentis.Mods.Basic.Cards.Assassin _sharpnessCount = 0; if (user.combatBuffSubmodule.HasBuff()) _sharpnessCount = user.combatBuffSubmodule.GetBuff().unitedStackSubmodule.stackAmount; - user.Attack(target, GetTargetedFinalDamage(target)); + AttackTarget(target, GetTargetedFinalDamage(target)); }), Cmd.Do(() => CreateCharacterBuff(_sharpnessCount).Apply(user, user, this) diff --git a/Assets/Mods/Basic/Cards/Scripts/Assassin/BladeOfFear.cs b/Assets/Mods/Basic/Cards/Scripts/Assassin/BladeOfFear.cs index 331751a9..59d4ff48 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Assassin/BladeOfFear.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Assassin/BladeOfFear.cs @@ -20,7 +20,7 @@ namespace Continentis.Mods.Basic.Cards.Assassin CommandGroup mainGroup = ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.After(0.2f, () => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.After(0.2f, () => AttackTarget(target, GetTargetedFinalDamage(target))) )); mainGroup.AddCommand(Cmd.Do(() => diff --git a/Assets/Mods/Basic/Cards/Scripts/Assassin/ExtremePain.cs b/Assets/Mods/Basic/Cards/Scripts/Assassin/ExtremePain.cs index 4e217d82..ab85566d 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Assassin/ExtremePain.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Assassin/ExtremePain.cs @@ -1,4 +1,5 @@ using System.Collections.Generic; +using Continentis.MainGame; using Continentis.MainGame.Card; using Continentis.MainGame.Character; using Continentis.MainGame.Commands; @@ -19,13 +20,13 @@ namespace Continentis.Mods.Basic.Cards.Assassin new Cmd_PlayAnimation(user.characterView, "Attack"), new Cmd_PlaySFX("SFX_Basic_SwordStrike"), new Cmd_SpawnVFX("VFX_Basic_RedImpact"), - Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target))) )); } - public override int GetTargetedFinalDamage(CharacterBase target, List elementalTags = null) + public override int GetTargetedFinalDamage(CharacterBase target, AttackContext ctx = null) { - var baseDamage = base.GetTargetedFinalDamage(target, elementalTags); + var baseDamage = base.GetTargetedFinalDamage(target, ctx); var extraDamage = 0; if (target.combatBuffSubmodule.HasBuff()) { diff --git a/Assets/Mods/Basic/Cards/Scripts/Cleric/DivinePunishment.cs b/Assets/Mods/Basic/Cards/Scripts/Cleric/DivinePunishment.cs index da1389bc..3ee89139 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Cleric/DivinePunishment.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Cleric/DivinePunishment.cs @@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic CommandGroup mainGroup = ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.After(0.2f, () => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.After(0.2f, () => AttackTarget(target, GetTargetedFinalDamage(target))) )); mainGroup.AddCommand(Cmd.Do(() => diff --git a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/GreatswordSweep.cs b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/GreatswordSweep.cs index edf696c5..440c8f7c 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/GreatswordSweep.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/GreatswordSweep.cs @@ -18,7 +18,7 @@ namespace Continentis.Mods.Basic.Cards // 动画先播,随后对所有目标同时发起攻击 CommandGroup attackAllTargets = ForEachTarget( targetList, - target => Cmd.Sequential(Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target)))), + target => Cmd.Sequential(Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))), ExecutionMode.Parallel); return Cmd.Sequential( diff --git a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/HellfireBlast.cs b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/HellfireBlast.cs index 2d345f94..5423a6ae 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/HellfireBlast.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/HellfireBlast.cs @@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic.Cards return ForEachTarget(targetList, target => Cmd.After(0.2f, () => { - user.Attack(target, GetTargetedFinalDamage(target)); + AttackTarget(target, GetTargetedFinalDamage(target)); CreateCharacterBuff(GetAttribute("BuffStack_Burn")).Apply(target, user, this); }) ); diff --git a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/WrathOfUnderworld.cs b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/WrathOfUnderworld.cs index db6e707c..5b72b832 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/WrathOfUnderworld.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/WrathOfUnderworld.cs @@ -27,7 +27,7 @@ namespace Continentis.Mods.Basic.Cards for (int i = 0; i < attackCount; i++) { perTargetGroup.AddCommand(Cmd.After(0.4f, () => - user.Attack(target, GetTargetedFinalDamage(target)) + AttackTarget(target, GetTargetedFinalDamage(target)) )); } return perTargetGroup; diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack.meta new file mode 100644 index 00000000..6cb5fbda --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4bdfa3d6f97889c4192b3f89c9a5ab51 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Strike.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs similarity index 55% rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Strike.cs rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs index 254c734c..c7fccaac 100644 --- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Strike.cs +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs @@ -6,7 +6,11 @@ using SLSFramework.General; namespace Continentis.Mods.Basic.Cards { - public class Strike : CardLogicBase + /// + /// 顺劈斩:对全体敌人造成物理斩击伤害,数值受到力量和敏捷增减影响。 + /// AOE范围由卡牌数据的目标配置决定,Logic层无需额外处理。 + /// + public class Cleave : CardLogicBase { public override void SetUpLogicComponents() { @@ -15,19 +19,15 @@ namespace Continentis.Mods.Basic.Cards public override CommandGroup PlayEffect(List targetList) { - // 旧版使用 Cmd_PlayAnimation.AddAction 在动画 70% 处注入伤害, - // 现改为 Cmd.Parallel 同步触发动画与延迟伤害,保留 0.7s 等效延迟 - return ForEachTarget(targetList, target => Cmd.Parallel( + return Cmd.Sequential( new Cmd_PlayAnimation(user.characterView, "Attack"), - new Cmd_PlaySFX("SFX_Basic_SwordStrike"), - new Cmd_SpawnVFX("VFX_Basic_RedImpact"), - Cmd.After(0.7f, () => user.Attack(target, GetTargetedFinalDamage(target))) - )); + ForEachTarget(targetList, target => Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))) + ); } public override void ApplyAttributeChangesByCard() { - LogicComponent().SetDamage_Strike(); + LogicComponent().SetDamage_Slash(); } } -} \ No newline at end of file +} diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs.meta new file mode 100644 index 00000000..6d464e8c --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 53886cfa8ac7b2f45ab5ca9a15bf4c30 \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs new file mode 100644 index 00000000..7ae30f27 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs @@ -0,0 +1,84 @@ +using System.Collections.Generic; +using Continentis.MainGame; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using Continentis.MainGame.Commands; +using Continentis.Mods.Basic.Buffs; +using SLSFramework.General; + +namespace Continentis.Mods.Basic.Cards +{ + /// + /// 火球术:对指定目标造成主伤害并附加大量灼烧,对其余所有敌人造成溅射伤害并附加少量灼烧。 + /// targetList[0] 为主目标,其余为溅射目标(由卡牌数据目标配置决定)。 + /// + public class FireBall : CardLogicBase + { + private const string DAMAGE_MAIN = "Damage_Main"; + private const string DAMAGE_OTHERS = "Damage_Others"; + private const string BURN_STACK_MAIN = "Buff_Burn_Stack_Main"; + private const string BURN_STACK_OTHERS = "Buff_Burn_Stack_Others"; + private const string DISPLAY_DAMAGE_MAIN = "Display_Damage_Main"; + private const string DISPLAY_DAMAGE_OTHERS = "Display_Damage_Others"; + + private AttackContext MainCtx => AttackContext.Default(card) + .WithDamageKeywords("Fire") + .WithBaseDamageAttribute(DAMAGE_MAIN); + + private AttackContext OthersCtx => AttackContext.Default(card) + .WithDamageKeywords("Fire") + .WithBaseDamageAttribute(DAMAGE_OTHERS); + + public override void SetUpLogicComponents() + { + AddLogicComponent(); + } + + /// 选中主目标时,更新主目标与溅射目标的伤害预览。 + public override void TargetingEffect(CharacterBase target) + { + card.SetAttribute(DISPLAY_DAMAGE_MAIN, GetTargetedFinalDamage(target, MainCtx)); + card.SetAttribute(DISPLAY_DAMAGE_OTHERS, GetNoTargetFinalDamage(OthersCtx)); + } + + /// 取消选中时,以无目标模式刷新两套伤害预览。 + public override void UntargetingEffect() + { + card.SetAttribute(DISPLAY_DAMAGE_MAIN, GetNoTargetFinalDamage(MainCtx)); + card.SetAttribute(DISPLAY_DAMAGE_OTHERS, GetNoTargetFinalDamage(OthersCtx)); + } + + public override CommandGroup PlayEffect(List targetList) + { + CharacterBase mainTarget = targetList[0]; + + return Cmd.Sequential( + new Cmd_PlayAnimation(user.characterView, "Attack"), + Cmd.Do(() => + { + // 主目标:主伤害 + 大量灼烧 + AttackContext mainCtx = MainCtx; + AttackTarget(mainTarget, GetTargetedFinalDamage(mainTarget, mainCtx), mainCtx); + CreateCharacterBuff(GetAttribute(BURN_STACK_MAIN)).Apply(mainTarget, user, this); + + // 溅射目标:溅射伤害 + 少量灼烧 + AttackContext othersCtx = OthersCtx; + for (int i = 1; i < targetList.Count; i++) + { + CharacterBase other = targetList[i]; + AttackTarget(other, GetTargetedFinalDamage(other, othersCtx), othersCtx); + CreateCharacterBuff(GetAttribute(BURN_STACK_OTHERS)).Apply(other, user, this); + } + }) + ); + } + + public override void ApplyAttributeChangesByCard() + { + // 主伤害:奥术加成写入 Damage_Main + LogicComponent().SetDamage_Arcane(DAMAGE_MAIN); + // 溅射伤害:奥术加成写入 Damage_Others(数值由卡牌数据配置) + LogicComponent().SetDamage_Arcane(DAMAGE_OTHERS); + } + } +} \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/Mage/FireBall.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs.meta similarity index 100% rename from Assets/Mods/Basic/Cards/Scripts/Mage/FireBall.cs.meta rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs.meta diff --git a/Assets/Mods/Basic/Cards/Scripts/Mage/FireBall.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBolt.cs similarity index 73% rename from Assets/Mods/Basic/Cards/Scripts/Mage/FireBall.cs rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBolt.cs index db6360a5..2920ab54 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Mage/FireBall.cs +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBolt.cs @@ -1,4 +1,5 @@ using System.Collections.Generic; +using Continentis.MainGame; using Continentis.MainGame.Card; using Continentis.MainGame.Character; using Continentis.MainGame.Commands; @@ -7,7 +8,7 @@ using SLSFramework.General; namespace Continentis.Mods.Basic.Cards { - public class FireBall : CardLogicBase + public class FireBolt : CardLogicBase { public override void SetUpLogicComponents() { @@ -18,10 +19,11 @@ namespace Continentis.Mods.Basic.Cards { return ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.After(0.2f, () => + Cmd.Do(() => { - user.Attack(target, GetTargetedFinalDamage(target)); - CreateCharacterBuff(GetAttribute("BuffStack_Burn")).Apply(target, user, this); + AttackContext mainCtx = AttackContext.Default(card).WithDamageKeywords("Fire"); + AttackTarget(target, GetTargetedFinalDamage(target, mainCtx), mainCtx); + CreateCharacterBuff(GetAttribute("Buff_Burn_Stack")).Apply(target, user, this); }) )); } diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/FireBolt.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBolt.cs.meta similarity index 100% rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/FireBolt.cs.meta rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBolt.cs.meta diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs new file mode 100644 index 00000000..fe52441b --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs @@ -0,0 +1,60 @@ +using System.Collections.Generic; +using Continentis.MainGame; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using Continentis.MainGame.Commands; +using Continentis.Mods.Basic.Buffs; +using SLSFramework.General; + +namespace Continentis.Mods.Basic.Cards +{ + /// + /// 火焰射线:选择 3 次目标(可重复),对每个选中的目标造成火焰伤害并施加灼烧 Buff。 + /// 卡牌数据需配置 targetCount = 3,关键词需包含 AllowDuplicateTargets 和 TargetEnemies。 + /// + public class FireRays : CardLogicBase + { + private const string BUFF_BURN_STACK = "Buff_Burn_Stack"; + + private AttackContext FireCtx => AttackContext.Default(card) + .WithDamageKeywords("Fire"); + + public override void SetUpLogicComponents() + { + AddLogicComponent(); + } + + /// 选中目标时更新伤害预览。 + public override void TargetingEffect(CharacterBase target) + { + card.SetAttribute("DisplayDamage", GetTargetedFinalDamage(target, FireCtx)); + } + + /// 取消选中时以无目标模式刷新预览。 + public override void UntargetingEffect() + { + card.SetAttribute("DisplayDamage", GetNoTargetFinalDamage(FireCtx)); + } + + public override CommandGroup PlayEffect(List targetList) + { + // targetList 可包含重复目标(由多目标选择系统传入) + return Cmd.Sequential( + new Cmd_PlayAnimation(user.characterView, "Attack"), + ForEachTarget(targetList, target => Cmd.Do(() => + { + AttackContext ctx = FireCtx; + AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx); + + int burnStacks = GetAttribute(BUFF_BURN_STACK); + CreateCharacterBuff(burnStacks).Apply(target, user); + })) + ); + } + + public override void ApplyAttributeChangesByCard() + { + LogicComponent().SetDamage_Arcane(); + } + } +} diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs.meta new file mode 100644 index 00000000..cf0f8f92 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 15155284a8c7da44f958a40b7eb6846c \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Prick.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Prick.cs similarity index 80% rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Prick.cs rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Prick.cs index 7c3bcaf4..b4875cf2 100644 --- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Prick.cs +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Prick.cs @@ -6,6 +6,9 @@ using SLSFramework.General; namespace Continentis.Mods.Basic.Cards { + /// + /// 突刺:造成物理伤害,数值受到敏捷增减影响。 + /// public class Prick : CardLogicBase { public override void SetUpLogicComponents() @@ -19,7 +22,7 @@ namespace Continentis.Mods.Basic.Cards return ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.After(0.1f, () => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.After(0.1f, () => AttackTarget(target, GetTargetedFinalDamage(target))) )); } diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Prick.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Prick.cs.meta similarity index 100% rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Prick.cs.meta rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Prick.cs.meta diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs new file mode 100644 index 00000000..4afef736 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs @@ -0,0 +1,61 @@ +using System.Collections.Generic; +using Continentis.MainGame; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using Continentis.MainGame.Commands; +using Continentis.Mods.Basic.Buffs; +using SLSFramework.General; + +namespace Continentis.Mods.Basic.Cards +{ + /// + /// 沙暴:对全体敌人造成多段伤害,并附加致盲 Buff。 + /// AOE 范围由卡牌数据的目标配置决定,动画只播放一次。 + /// + public class SandStorm : CardLogicBase + { + private AttackContext EarthCtx => AttackContext.Default(card).WithDamageKeywords("Earth"); + + public override void SetUpLogicComponents() + { + AddLogicComponent(); + } + + public override CommandGroup PlayEffect(List targetList) + { + int hitCount = GetAttribute("HitCount"); + + CommandGroup hitsGroup = Cmd.Sequential(); + for (int i = 0; i < hitCount; i++) + { + hitsGroup.AddCommand(Cmd.After(0.5f, () => + { + foreach (CharacterBase target in targetList) + { + AttackTarget(target, GetTargetedFinalDamage(target), EarthCtx); + } + })); + } + + int blindCount = GetAttribute("Buff_Blind_Count"); + CommandGroup debuffGroup = Cmd.Sequential(Cmd.Do(() => + { + foreach (CharacterBase target in targetList) + { + CreateCharacterBuff(blindCount).Apply(target, user); + } + })); + + return Cmd.Sequential( + new Cmd_PlayAnimation(user.characterView, "Attack"), + hitsGroup, + debuffGroup + ); + } + + public override void ApplyAttributeChangesByCard() + { + LogicComponent().SetDamage_Arcane(); + } + } +} diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs.meta new file mode 100644 index 00000000..78c930ba --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7dfda7769fd24c248aaa0e7b015d8610 \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs new file mode 100644 index 00000000..27edb5d4 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs @@ -0,0 +1,76 @@ +using System.Collections.Generic; +using Continentis.MainGame; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using Continentis.MainGame.Commands; +using Continentis.Mods.Basic.Buffs; +using SLSFramework.General; + +namespace Continentis.Mods.Basic.Cards +{ + /// + /// 炽焰斩:对目标造成物理斩击伤害、火焰伤害,并施加灼烧 Buff。 + /// 两次伤害分别走独立的属性修正通道,卡牌关键词仅作标记用途。 + /// + public class SearingSlash : CardLogicBase + { + private const string DAMAGE_PHYSICS = "Damage_Physics"; + private const string DAMAGE_FIRE = "Damage_Fire"; + private const string BUFF_BURN_STACK = "Buff_Burn_Stack"; + + private AttackContext PhysicsCtx => AttackContext.Default(card) + .WithDamageKeywords("Physics") + .WithBaseDamageAttribute(DAMAGE_PHYSICS); + + private AttackContext FireCtx => AttackContext.Default(card) + .WithDamageKeywords("Fire") + .WithBaseDamageAttribute(DAMAGE_FIRE); + + public override void SetUpLogicComponents() + { + AddLogicComponent(); + } + + /// + /// 选中目标时更新两种伤害的预览数值。 + /// + public override void TargetingEffect(CharacterBase target) + { + card.SetAttribute("Display_Damage_Physics", GetTargetedFinalDamage(target, PhysicsCtx)); + card.SetAttribute("Display_Damage_Fire", GetTargetedFinalDamage(target, FireCtx)); + } + + /// + /// 取消选中目标时,以无目标模式重新计算预览数值。 + /// + public override void UntargetingEffect() + { + card.SetAttribute("Display_Damage_Physics", GetNoTargetFinalDamage(PhysicsCtx)); + card.SetAttribute("Display_Damage_Fire", GetNoTargetFinalDamage(FireCtx)); + } + + public override CommandGroup PlayEffect(List targetList) + { + return ForEachTarget(targetList, target => Cmd.Sequential( + new Cmd_PlayAnimation(user.characterView, "Attack"), + Cmd.Do(() => + { + AttackContext physCtx = PhysicsCtx; + AttackTarget(target, GetTargetedFinalDamage(target, physCtx), physCtx); + + AttackContext fireCtx = FireCtx; + AttackTarget(target, GetTargetedFinalDamage(target, fireCtx), fireCtx); + + int burnStacks = GetAttribute(BUFF_BURN_STACK); + CreateCharacterBuff(burnStacks).Apply(target, user); + }) + )); + } + + public override void ApplyAttributeChangesByCard() + { + LogicComponent().SetDamage_Slash(DAMAGE_PHYSICS); + LogicComponent().SetDamage_Default(DAMAGE_FIRE); + } + } +} diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs.meta new file mode 100644 index 00000000..529670f3 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 32b57059835baf64b967b999158d863f \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Slash.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Slash.cs similarity index 80% rename from Assets/Mods/Basic/Cards/Scripts/General/Slash.cs rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Slash.cs index 1e22d59e..d1ddf8e4 100644 --- a/Assets/Mods/Basic/Cards/Scripts/General/Slash.cs +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Slash.cs @@ -6,6 +6,9 @@ using SLSFramework.General; namespace Continentis.Mods.Basic.Cards { + /// + /// 斩击:造成物理伤害,数值受到力量和敏捷增减影响。 + /// public class Slash : CardLogicBase { public override void SetUpLogicComponents() @@ -17,7 +20,7 @@ namespace Continentis.Mods.Basic.Cards { return ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target))) )); } diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Slash.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Slash.cs.meta similarity index 100% rename from Assets/Mods/Basic/Cards/Scripts/General/Slash.cs.meta rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Slash.cs.meta diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/FireBolt.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Strike.cs similarity index 67% rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/FireBolt.cs rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Strike.cs index da3a89c7..f59619ce 100644 --- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/FireBolt.cs +++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Strike.cs @@ -2,12 +2,14 @@ using System.Collections.Generic; using Continentis.MainGame.Card; using Continentis.MainGame.Character; using Continentis.MainGame.Commands; -using Continentis.Mods.Basic.Buffs; using SLSFramework.General; namespace Continentis.Mods.Basic.Cards { - public class FireBolt : CardLogicBase + /// + /// 打击:造成物理伤害,数值受到力量增减影响。 + /// + public class Strike : CardLogicBase { public override void SetUpLogicComponents() { @@ -16,21 +18,17 @@ namespace Continentis.Mods.Basic.Cards public override CommandGroup PlayEffect(List targetList) { - base.PlayEffect(targetList); - return ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.After(0.2f, () => - { - user.Attack(target, GetTargetedFinalDamage(target)); - new Burn(GetAttribute("BuffLayer_Burn")).Apply(target, user, this); - }) + //new Cmd_PlaySFX("SFX_Basic_SwordStrike"), + //new Cmd_SpawnVFX("VFX_Basic_RedImpact"), + Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target))) )); } public override void ApplyAttributeChangesByCard() { - LogicComponent().SetDamage_Arcane(); + LogicComponent().SetDamage_Strike(); } } } \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Strike.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Strike.cs.meta similarity index 100% rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Strike.cs.meta rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Strike.cs.meta diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Defense.cs b/Assets/Mods/Basic/Cards/Scripts/General/Defense.cs index 78dbf721..30754a80 100644 --- a/Assets/Mods/Basic/Cards/Scripts/General/Defense.cs +++ b/Assets/Mods/Basic/Cards/Scripts/General/Defense.cs @@ -17,8 +17,7 @@ namespace Continentis.Mods.Basic.Cards { base.PlayEffect(targetList); - return Cmd.Parallel( - new Cmd_PlayAnimation(user.characterView, "Skill"), + return Cmd.Parallel(new Cmd_PlayAnimation(user.characterView, "Skill"), Cmd.After(0.2f, () => user.AddBlock(GetAttribute("Block"))) ); } diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Ignite.cs b/Assets/Mods/Basic/Cards/Scripts/General/Ignite.cs index 235a5b90..3161cd61 100644 --- a/Assets/Mods/Basic/Cards/Scripts/General/Ignite.cs +++ b/Assets/Mods/Basic/Cards/Scripts/General/Ignite.cs @@ -11,13 +11,9 @@ namespace Continentis.Mods.Basic.Cards { public override CommandGroup PlayEffect(List targetList) { - base.PlayEffect(targetList); - return ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Skill"), - Cmd.After(0.2f, () => - CreateCharacterBuff(GetAttribute("BuffStack_Burn")).Apply(target, user, this) - ) + Cmd.After(0.2f, () => CreateCharacterBuff(GetAttribute("BuffStack_Burn")).Apply(target, user, this)) )); } } diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Power.meta b/Assets/Mods/Basic/Cards/Scripts/General/Power.meta new file mode 100644 index 00000000..d92cb6e7 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Power.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a0d1630d2beb7284b8c2aaf4be44c18b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill.meta new file mode 100644 index 00000000..7c24bce2 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 69daf5c683fd38742aaf8c22d2c0ebe3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs new file mode 100644 index 00000000..9908cbac --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs @@ -0,0 +1,33 @@ +using System.Collections.Generic; +using Continentis.MainGame.Base; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using Continentis.MainGame.Commands; +using SLSFramework.General; + +namespace Continentis.Mods.Basic.Cards +{ + /// + /// 初级侦测术:移除目标的 DodgeRemoveAmount 点闪避。 + /// + public class BasicDetection : CardLogicBase + { + public override CommandGroup PlayEffect(List targetList) + { + return ForEachTarget(targetList, target => Cmd.Parallel( + new Cmd_PlayAnimation(user.characterView, "Action"), + Cmd.Do(() => { + int amount = GetAttribute("DodgeRemoveAmount"); + int currentDodge = target.GetAttribute(CharacterAttributes.Dodge); + int removeAmount = UnityEngine.Mathf.Min(amount, currentDodge); + + if (removeAmount > 0) + { + target.ModifyAttribute(CharacterAttributes.Dodge, -removeAmount); + target.characterView.hudContainer.UpdateAllHUD(); + } + }) + )); + } + } +} diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs.meta new file mode 100644 index 00000000..d44d570d --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3b59594e6393ac740b545a5ccaba4e80 \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs new file mode 100644 index 00000000..4db12a6a --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs @@ -0,0 +1,22 @@ +using System.Collections.Generic; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using Continentis.MainGame.Commands; +using SLSFramework.General; +using UnityEngine; + +namespace Continentis.Mods.Basic.Cards +{ + public class BasicHealing : CardLogicBase + { + public override CommandGroup PlayEffect(List targetList) + { + return ForEachTarget(targetList, target => Cmd.Parallel( + new Cmd_PlayAnimation(user.characterView, "Action"), + Cmd.Do(() => + { + target.Heal(GetAttribute("HealAmount")); + }))); + } + } +} \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs.meta new file mode 100644 index 00000000..0d2c0b96 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5c53a310aa1468e48ab76ab5dc11bfd5 \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs new file mode 100644 index 00000000..46943c7a --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs @@ -0,0 +1,29 @@ +using System.Collections.Generic; +using Continentis.MainGame; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using Continentis.MainGame.Commands; +using SLSFramework.General; +using UnityEngine; + +namespace Continentis.Mods.Basic.Cards +{ + /// + /// 初级净化术:对目标施加弱驱散(Basic),移除所有可被弱驱散驱散的负面Buff。 + /// 友方目标时驱散负面Buff;敌方目标时驱散正面Buff(由 Dispel 内部判定)。 + /// + public class BasicPurification : CardLogicBase + { + public override CommandGroup PlayEffect(List targetList) + { + return ForEachTarget(targetList, target => Cmd.Parallel( + new Cmd_PlayAnimation(user.characterView, "Action"), + Cmd.Do(() => + { + List dispelled = target.combatBuffSubmodule.Dispel(BuffDispelLevel.Basic, user); + Debug.Log($"[BasicPurification] 对 {target.data.displayName} 执行弱驱散,移除了 {dispelled.Count} 个Buff。"); + }) + )); + } + } +} diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs.meta new file mode 100644 index 00000000..e87fa958 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f3172551bc0b3e044bc1245dd4981a25 \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs new file mode 100644 index 00000000..25ab762f --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs @@ -0,0 +1,28 @@ +using System.Collections.Generic; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using Continentis.MainGame.Commands; +using SLSFramework.General; +using UnityEngine; + +namespace Continentis.Mods.Basic.Cards +{ + /// + /// 祝福术:目标的下{Buff_Blessing_Stack}张卡牌获得1点通用增益影响,持续{Buff_Blessing_Duration}回合。 + /// + public class Bless : CardLogicBase + { + public override CommandGroup PlayEffect(List targetList) + { + return ForEachTarget(targetList, target => Cmd.Parallel( + new Cmd_PlayAnimation(user.characterView, "Action"), + Cmd.Do(() => + { + int stack = GetAttribute("Buff_Blessing_Stack"); + int duration = GetAttribute("Buff_Blessing_Duration"); + CreateCharacterBuff(stack, duration).Apply(target, user, this); + }) + )); + } + } +} \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs.meta new file mode 100644 index 00000000..d8d36b11 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d33479718f28afc4ab7d0df6616a1562 \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs new file mode 100644 index 00000000..5d2b6523 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs @@ -0,0 +1,94 @@ +using System.Collections.Generic; +using System.Linq; +using Continentis.MainGame; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using Continentis.MainGame.Combat; +using Continentis.MainGame.Commands; +using SLSFramework.General; +using UnityEngine; + +namespace Continentis.Mods.Basic.Cards +{ + /// + /// 命令术:对目标执行一次感知检定: + /// 对敌人:若感知低于{PerceptionThreshold_Remove},随机移除一个意图;若低于{PerceptionThreshold_Change},随机改变一个意图 + /// 对玩家英雄:若感知检定未通过,将一张"扼制"卡牌放入目标的抽牌堆 + /// + public class Command : CardLogicBase + { + private static readonly Color HintGreen = new Color(0.2f, 0.85f, 0.3f); + private static readonly Color HintRed = new Color(0.9f, 0.2f, 0.2f); + + public override void Initialize(CardInstance cardInstance) + { + base.Initialize(cardInstance); + + // 战场角色变化时刷新 hintShadow,托管机制自动取消订阅 + CombatEventCollection events = CombatMainManager.Instance.eventCollection; + SubscribeCombatEvent(events.onCharacterDeath, new PrioritizedAction(_ => InvalidateHint())); + SubscribeCombatEvent(events.onCharacterJoin, new PrioritizedAction(_ => InvalidateHint())); + } + + /// 抽到此牌时刷新 hintShadow。 + protected override void OnDraw() => InvalidateHint(); + + public override CommandGroup PlayEffect(List targetList) + { + return ForEachTarget(targetList, target => Cmd.Parallel( + new Cmd_PlayAnimation(user.characterView, "Action"), + Cmd.Do(() => + { + if (target is PlayerHero) + PlayEffectOnPlayer(target); + else + PlayEffectOnEnemy(target); + }) + )); + } + + /// + /// 检查场上是否存在感知低于阈值的可用目标。 + /// 有可用目标时返回绿色,无可用目标时返回红色。 + /// + public override Color? GetHintColor() + { + if (user == null || card.handCardView == null) return null; + + card.DetectTargetsValidity(out List valid, out _, out _); + if (valid.Count == 0) return HintRed; + + int changeThreshold = GetAttribute("Perception_Threshold_High"); + bool hasEffectiveTarget = valid.Any(t => + t.GetAttribute(CharacterAttributes.Perception) < changeThreshold); + + return hasEffectiveTarget ? HintGreen : HintRed; + } + + /// 对敌方目标:根据感知检定移除或改变意图。 + private void PlayEffectOnEnemy(CharacterBase target) + { + int removeThreshold = GetAttribute("Perception_Threshold_Low"); + int changeThreshold = GetAttribute("Perception_Threshold_High"); + int perception = target.GetAttribute(CharacterAttributes.Perception); + + if (perception < removeThreshold) + target.intentionSubmodule.RemoveRandomIntendedCard(); + else if (perception < changeThreshold) + target.intentionSubmodule.ChangeRandomIntendedCard(); + } + + /// 对玩家英雄:感知检定未通过时,向目标抽牌堆塞入一张"扼制"卡牌。 + private void PlayEffectOnPlayer(CharacterBase target) + { + int stifleThreshold = GetAttribute("Perception_Threshold_Low"); + int disruptionThreshold = GetAttribute("Perception_Threshold_High"); + int perception = target.GetAttribute(CharacterAttributes.Perception); + + if (perception < stifleThreshold) + CardInstance.GenerateCardInstance(GetDerivativeCardData(0), target, Piles.Draw); + else if (perception < disruptionThreshold) + CardInstance.GenerateCardInstance(GetDerivativeCardData(1), target, Piles.Draw); + } + } +} \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs.meta new file mode 100644 index 00000000..9ec6e4b9 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 50fb290b3c3aa634294239492dbb9f54 \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs new file mode 100644 index 00000000..6e36a548 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs @@ -0,0 +1,25 @@ +using System.Collections.Generic; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using Continentis.MainGame.Commands; +using Continentis.Mods.Basic.Buffs; +using SLSFramework.General; + +namespace Continentis.Mods.Basic.Cards +{ + /// + /// 光耀印记:对目标施加本回合 Buff,使其物理攻击每段额外造成 {BuffStack} 点伤害。 + /// + public class MarkOfRadiance : CardLogicBase + { + public override CommandGroup PlayEffect(List targetList) + { + return ForEachTarget(targetList, target => Cmd.Parallel( + new Cmd_PlayAnimation(user.characterView, "Skill"), + Cmd.Do(() => + CreateCharacterBuff(GetAttribute("Buff_MarkOfRadiance_Stack")).Apply(target, user, this) + ) + )); + } + } +} diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs.meta new file mode 100644 index 00000000..903639a8 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d8dc25f4aad95844688111d6de3fd1e4 \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Status.meta b/Assets/Mods/Basic/Cards/Scripts/General/Status.meta new file mode 100644 index 00000000..ca424a22 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Status.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 00f2ddd3ff2976d4f97842a5fae219e4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs b/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs new file mode 100644 index 00000000..b3fb516b --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs @@ -0,0 +1,10 @@ +using Continentis.MainGame.Card; +using UnityEngine; + +namespace Continentis.Mods.Basic.Cards +{ + public class Disturbed : CardLogicBase + { + + } +} \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs.meta new file mode 100644 index 00000000..3973b839 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2dd4de96073ace447b3bb89c2a976068 \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs b/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs new file mode 100644 index 00000000..d23bd443 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs @@ -0,0 +1,13 @@ +using Continentis.MainGame.Card; + +namespace Continentis.Mods.Basic.Cards +{ + /// + /// 扼制:消耗1点体力的状态卡牌,具有"消耗"和"MustPlayFirst"关键词。 + /// 在打出之前,玩家不能打出其它卡牌。打出后被消耗。 + /// + public class Stifled : CardLogicBase + { + + } +} diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs.meta new file mode 100644 index 00000000..b1da370d --- /dev/null +++ b/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 515145e62e598aa48a1b23ef66b8c943 \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs b/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs index e1ce3aa7..f4d8b0df 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs @@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic.Cards { CommandGroup mainGroup = ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target))) )); List allies = CombatMainManager.Instance.characterController.GetAllAllies(user); diff --git a/Assets/Mods/Basic/Cards/Scripts/Knight/HeavySlash.cs b/Assets/Mods/Basic/Cards/Scripts/Knight/HeavySlash.cs index c97cd92e..5d524a78 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Knight/HeavySlash.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Knight/HeavySlash.cs @@ -20,7 +20,7 @@ namespace Continentis.Mods.Basic.Cards new Cmd_PlayAnimation(user.characterView, "Attack"), new Cmd_PlaySFX("SFX_Basic_SwordStrike"), new Cmd_SpawnVFX("VFX_Basic_RedImpact"), - Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target))) )); mainGroup.AddCommand(Cmd.Do(() => diff --git a/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs b/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs index 330135d7..329c08c2 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs @@ -20,7 +20,7 @@ namespace Continentis.Mods.Basic.Cards new Cmd_PlayAnimation(user.characterView, "Attack"), new Cmd_PlaySFX("SFX_Basic_GeneralMeleeImpact").SetDelay(0.2f), new Cmd_SpawnVFX("VFX_Basic_DefaultAttack").SetDelay(0.2f), - Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target))) )); LogicComponent().AddSelectionCommands(ref mainGroup); diff --git a/Assets/Mods/Basic/Cards/Scripts/Mage/ArcaneMissiles.cs b/Assets/Mods/Basic/Cards/Scripts/Mage/ArcaneMissiles.cs index 54a91104..1acd2f18 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Mage/ArcaneMissiles.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Mage/ArcaneMissiles.cs @@ -32,7 +32,7 @@ namespace Continentis.Mods.Basic.Cards { perTargetGroup.AddCommand(Cmd.After(0.4f, () => { - user.Attack(target, GetTargetedFinalDamage(target)); + AttackTarget(target, GetTargetedFinalDamage(target)); Debug.Log("攻击命令触发"); })); } diff --git a/Assets/Mods/Basic/Cards/Scripts/Mage/ElectricClaw.cs b/Assets/Mods/Basic/Cards/Scripts/Mage/ElectricClaw.cs index 70266b02..d141da93 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Mage/ElectricClaw.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Mage/ElectricClaw.cs @@ -18,7 +18,7 @@ namespace Continentis.Mods.Basic.Cards { CommandGroup mainGroup = ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.After(0.2f, () => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.After(0.2f, () => AttackTarget(target, GetTargetedFinalDamage(target))) )); mainGroup.AddCommand(Cmd.Do(() => diff --git a/Assets/Mods/Basic/Cards/Scripts/Mage/WitchcraftRay.cs b/Assets/Mods/Basic/Cards/Scripts/Mage/WitchcraftRay.cs index e79b1c24..caf90995 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Mage/WitchcraftRay.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Mage/WitchcraftRay.cs @@ -17,7 +17,7 @@ namespace Continentis.Mods.Basic.Cards { return ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target))) )); } diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Bludgeon.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Bludgeon.cs index aa9397ff..c786bb9a 100644 --- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Bludgeon.cs +++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Bludgeon.cs @@ -22,7 +22,7 @@ namespace Continentis.Mods.Basic.Cards new Cmd_PlayAnimation(user.characterView, "Attack"), Cmd.After(0.1f, () => { - user.Attack(target, GetTargetedFinalDamage(target)); + AttackTarget(target, GetTargetedFinalDamage(target)); CreateCharacterBuff().Apply(target, user, this); }) ), diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/DualStrike.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/DualStrike.cs index 72cfcbee..c3f8e1ab 100644 --- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/DualStrike.cs +++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/DualStrike.cs @@ -23,11 +23,11 @@ namespace Continentis.Mods.Basic.Cards target => Cmd.Sequential( Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target))) ), Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target))) ) ), ExecutionMode.Sequential); diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/HiddenBlade.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/HiddenBlade.cs index c868cedf..4be9c30f 100644 --- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/HiddenBlade.cs +++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/HiddenBlade.cs @@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic.Cards return ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.After(0.2f, () => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.After(0.2f, () => AttackTarget(target, GetTargetedFinalDamage(target))) )); } diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RadiantBolt.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RadiantBolt.cs index 13613f53..32edd6d9 100644 --- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RadiantBolt.cs +++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RadiantBolt.cs @@ -22,7 +22,7 @@ namespace Continentis.Mods.Basic.Cards new Cmd_PlayAnimation(user.characterView, "Attack"), Cmd.After(0.2f, () => { - user.Attack(target, GetTargetedFinalDamage(target)); + AttackTarget(target, GetTargetedFinalDamage(target)); new Blind(GetAttribute("BuffLayer_Blind")).Apply(target, user, this); }) )); diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RayOfFrost.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RayOfFrost.cs index 03bc6809..a32b5dca 100644 --- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RayOfFrost.cs +++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RayOfFrost.cs @@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic.Cards return ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.After(0.2f, () => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.After(0.2f, () => AttackTarget(target, GetTargetedFinalDamage(target))) )); } diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RecklessAssault.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RecklessAssault.cs index a2ae6bb6..3df40d47 100644 --- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RecklessAssault.cs +++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RecklessAssault.cs @@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic.Cards return ForEachTarget(targetList, target => Cmd.Parallel( new Cmd_PlayAnimation(user.characterView, "Attack"), - Cmd.After(0.1f, () => user.Attack(target, GetTargetedFinalDamage(target))) + Cmd.After(0.1f, () => AttackTarget(target, GetTargetedFinalDamage(target))) )); } diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/WindBlade.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/WindBlade.cs index 9951ae2b..6dbe7d5c 100644 --- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/WindBlade.cs +++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/WindBlade.cs @@ -1,4 +1,5 @@ using System.Collections.Generic; +using Continentis.MainGame; using Continentis.MainGame.Card; using Continentis.MainGame.Character; using Continentis.MainGame.Commands; @@ -29,14 +30,14 @@ namespace Continentis.Mods.Basic.Cards LogicComponent().SetDamage_Arcane(); } - public override int GetTargetedFinalDamage(CharacterBase target, List elementalTags = null) + public override int GetTargetedFinalDamage(CharacterBase target, AttackContext ctx = null) { float baseDamageFromSuppress = 0; if (target is CombatNPC npc && user.IsOpponent(npc)) baseDamageFromSuppress = npc.actionCountThisRound == 0 ? 4f : 0f; - base.GetFinalDamage(target, elementalTags, out float baseDamageAfterOffset, out float elementalAmplifier, out float magicAmplifier, out float finalAmplifier); + base.GetFinalDamage(target, ctx, out float baseDamageAfterOffset, out float elementalAmplifier, out float magicAmplifier, out float finalAmplifier); float finalDamage = (baseDamageAfterOffset + baseDamageFromSuppress) * elementalAmplifier * magicAmplifier * finalAmplifier; diff --git a/Assets/Mods/Basic/Characters/CharacterViews/Animations/Empty.anim b/Assets/Mods/Basic/Characters/CharacterViews/Animations/Empty.anim index c0ff56b3..d0784536 100644 --- a/Assets/Mods/Basic/Characters/CharacterViews/Animations/Empty.anim +++ b/Assets/Mods/Basic/Characters/CharacterViews/Animations/Empty.anim @@ -36,7 +36,7 @@ AnimationClip: m_Level: 0 m_CycleOffset: 0 m_HasAdditiveReferencePose: 0 - m_LoopTime: 1 + m_LoopTime: 0 m_LoopBlend: 0 m_LoopBlendOrientation: 0 m_LoopBlendPositionY: 0 diff --git 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+1,48 @@ +using System.Collections.Generic; +using Continentis.MainGame; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using SLSFramework.General; +using UnityEngine; + +namespace Continentis.Mods.Basic.Buffs +{ + public class Blessing : CharacterCombatBuffBase + { + public Blessing (int stack, int duration) + { + Initialize(BuffType.Positive, BuffDispelLevel.Basic); + this.contentSubmodule = new ContentSubmodule(this) + .AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString()) + .AddParameterGetter("Duration", () => roundFirstActionCountSubmodule.remainingCount.ToString()); + + this.iconSubmodule = new IconSubmodule(this); + this.generalAttributeSubmodule = new GeneralAttributeSubmodule(this); + this.generalAttributeSubmodule.numericChange[CharacterAttributes.UniversalOffset] = 1; + this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack); + this.roundFirstActionCountSubmodule = new CountSubmodule(this, duration); + + this.eventSubmodule.onAfterPlayCard.Add("OnAfterPlayCard", + new PrioritizedAction>(OnAfterPlayCard)); + } + + public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff) + { + MainGameManager.Instance.basePrefabs.GenerateInfoText("Buff_Basic_Blessing_DisplayName".Localize(), attachedCharacter.characterView); + + if (FindExistingSameBuff(out existingBuff)) + { + existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount); + existingBuff.roundFirstActionCountSubmodule.PickHigherCount(this.roundFirstActionCountSubmodule); + return false; + } + + return true; + } + + private void OnAfterPlayCard(CardInstance card, List targetList) + { + unitedStackSubmodule.ModifyStack(-1); + } + } +} diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/Blessing.cs.meta b/Assets/Mods/Basic/Characters/CombatBuffs/General/Blessing.cs.meta new file mode 100644 index 00000000..a5e18bb0 --- /dev/null +++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/Blessing.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d4439cb60b400d845a3dfbc4d9237d09 \ No newline at end of file diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/Blind.cs b/Assets/Mods/Basic/Characters/CombatBuffs/General/Blind.cs index b185a3c9..073d9f14 100644 --- a/Assets/Mods/Basic/Characters/CombatBuffs/General/Blind.cs +++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/Blind.cs @@ -5,7 +5,12 @@ namespace Continentis.Mods.Basic.Buffs { public sealed class Blind : CharacterCombatBuffBase { - public Blind(int initialCount, int stack = 25) + public Blind(int initialCount) : this(initialCount, 25) + { + + } + + public Blind(int initialCount, int stack) { Initialize(BuffType.Negative, BuffDispelLevel.Basic); @@ -17,6 +22,8 @@ namespace Continentis.Mods.Basic.Buffs actionCountSubmodule = new CountSubmodule(this, initialCount); + unitedStackSubmodule = new UnitedStackSubmodule(this, stack); + generalAttributeSubmodule = new GeneralAttributeSubmodule(this); generalAttributeSubmodule.numericChange.Add("DodgeCheckStartDamageMultiplier", -0.01f * stack); } diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/CounterAttack.cs b/Assets/Mods/Basic/Characters/CombatBuffs/General/CounterAttack.cs index 4344985d..64a5be7a 100644 --- a/Assets/Mods/Basic/Characters/CombatBuffs/General/CounterAttack.cs +++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/CounterAttack.cs @@ -19,7 +19,13 @@ namespace Continentis.Mods.Basic.Buffs this.eventSubmodule = new EventSubmodule(this); this.eventSubmodule.onGetAttacked.Add(this.GetType().FullName, new PrioritizedAction(atkResult => { - attachedCharacter.Attack(atkResult.attacker, unitedStackSubmodule.stackAmount, null, false, true); + // 将反击入队到 Reaction Lane,确保反击动画/特效与主流程不穿插 + int counterDamage = unitedStackSubmodule.stackAmount; + CharacterBase attacker = atkResult.attacker; + EnqueueReaction(Cmd.Do(() => + { + attachedCharacter.Attack(attacker, counterDamage, null, false, true); + })); })); } diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs b/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs new file mode 100644 index 00000000..badf856c --- /dev/null +++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs @@ -0,0 +1,70 @@ +using Continentis.MainGame; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using SLSFramework.General; +using UnityEngine; + +namespace Continentis.Mods.Basic.Buffs +{ + /// + /// 光耀印记:使目标的物理攻击卡每段伤害额外造成 {Stack} 点伤害。 + /// 本回合结束时移除。 + /// + public sealed class MarkOfRadiance : CharacterCombatBuffBase + { + public MarkOfRadiance(int stack) + { + Initialize(BuffType.Positive, BuffDispelLevel.Basic); + + contentSubmodule = new ContentSubmodule(this) + .AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString()) + .AddParameterGetter("Count", () => roundCountSubmodule.remainingCount.ToString()); + + iconSubmodule = new IconSubmodule(this); + + unitedStackSubmodule = new UnitedStackSubmodule(this, stack); + + // 行动结束时移除(本回合 Buff) + roundCountSubmodule = new CountSubmodule(this, 1); + + eventSubmodule = new EventSubmodule(this); + eventSubmodule.onDealAttack.Add("MarkOfRadiance", new PrioritizedAction(OnDealAttack)); + } + + public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff) + { + MainGameManager.Instance.basePrefabs.GenerateInfoText( + contentSubmodule.displayName, attachedCharacter.characterView); + + if (FindExistingSameBuff(out existingBuff)) + { + existingBuff.unitedStackSubmodule.AddStack(unitedStackSubmodule.stackAmount); + existingBuff.roundCountSubmodule.PickHigherCount(roundCountSubmodule); + return false; + } + + return true; + } + + private void OnDealAttack(AttackResult atkRes) + { + // 响应式/生命移除/反弹伤害不触发 + if (atkRes.context.HasAnyTag(AttackTags.Reactive, AttackTags.HpRemoval, AttackTags.Reflected)) + { + return; + } + + // 仅对物理攻击卡生效 + if (atkRes.attackCard == null) return; + if (atkRes.attackCard.contentSubmodule.cardType != CardType.Attack) return; + if (!atkRes.attackCard.HasKeyword("Physics")) return; + + int bonusDamage = unitedStackSubmodule.stackAmount; + var ctx = AttackContext.Default(atkRes.attackCard).WithTag(AttackTags.Reactive); + + EnqueueReaction(Cmd.Do(() => { + attachedCharacter.Attack(atkRes.target, bonusDamage, ctx); + })); + } + } +} diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs.meta b/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs.meta new file mode 100644 index 00000000..743b750c --- /dev/null +++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0f7351be716c5f442bb2263857e57ff7 \ No newline at end of file diff --git a/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_MarshalOfUnderworld.asset 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a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_BuffKeywords.csv b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_BuffKeywords.csv index fae00834..b87fa4c9 100644 --- a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_BuffKeywords.csv +++ b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_BuffKeywords.csv @@ -22,4 +22,6 @@ Keyword_Basic_Consolidate_Description,Do not lose Block at the start of your tur Keyword_Basic_Burn,Burn,燃烧,燃燒,燃焼,연소,Thiêu Đốt,เผาไหม้ Keyword_Basic_Burn_Description,"Whenever a card is played, take damage equal to stacks.",每当打出一张卡时,受到层数点伤害。,每當打出一張卡時,受到層數點傷害。,カードをプレイするたび、層数に等しいダメージを受ける。,"카드를 사용할 때마다, 중첩 수만큼 피해를 입습니다.","Mỗi khi đánh ra 1 lá bài, chịu sát thương bằng số tầng.","ทุกครั้งที่เล่นการ์ด, ได้รับความเสียหายเท่ากับจำนวนชั้น." Keyword_Basic_ConcentratedSpellcasting,Concentrated Spellcasting,法术强度,法術強度,スペルパワー,주문력,Sức Mạnh Phép Thuật,พลังเวท -Keyword_Basic_ConcentratedSpellcasting_Description,Spell damage is increased by stacks.,法术造成的伤害增加层数点伤害。,法術造成的傷害增加層數點傷害。,魔法ダメージが層数分増加する。,주문으로 주는 피해가 중첩 수만큼 증가합니다.,Sát thương phép thuật tăng thêm bằng số tầng.,ความเสียหายเวทมนตร์เพิ่มขึ้นเท่ากับจำนวนชั้น. \ No newline at end of file +Keyword_Basic_ConcentratedSpellcasting_Description,Spell damage is increased by stacks.,法术造成的伤害增加层数点伤害。,法術造成的傷害增加層數點傷害。,魔法ダメージが層数分増加する。,주문으로 주는 피해가 중첩 수만큼 증가합니다.,Sát thương phép thuật tăng thêm bằng số tầng.,ความเสียหายเวทมนตร์เพิ่มขึ้นเท่ากับจำนวนชั้น. +Keyword_Basic_MarkOfRadiance,Mark of Radiance,光耀印记,,,,, +Keyword_Basic_MarkOfRadiance_Description,Physics Attack deals more damage for certain rounds.,在一定回合数中,物理攻击造成更多伤害。,,,,, diff --git a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv index e50cd002..6ae06524 100644 --- a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv +++ b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv @@ -61,3 +61,7 @@ Buff_Basic_FreedomOfMovement_DisplayName,Freedom Of Movement,行动自如,行動 Buff_Basic_FreedomOfMovement_FunctionText,"Whenever you played a Power card, draw $ParameterAbsInt(""Stack"") card.","每打出一张能力牌,抽$ParameterAbsInt(""Stack"")张牌。","每打出一張能力牌,抽$ParameterAbsInt(""Stack"")張牌。","パワーカードをプレイするたび、カードを$ParameterAbsInt(""Stack"")枚引く。","능력 카드를 낼 때마다 카드 $ParameterAbsInt(""Stack"")장을 뽑습니다.","Mỗi khi đánh một lá bài Năng Lực, rút $ParameterAbsInt(""Stack"") lá bài.","ทุกครั้งที่เล่นการ์ดพาวเวอร์, จั่วการ์ด $ParameterAbsInt(""Stack"") ใบ" Buff_Basic_Consolidate_DisplayName,Consolidate,稳固,穩固,強固,견고,Vững Chắc,มั่นคง Buff_Basic_Consolidate_FunctionText,Do not lose Block at the start of your turn.,回合开始时不会失去格挡。,回合開始時不會失去格擋。,ターン開始時にブロックを失わない。,턴 시작 시 방어도를 잃지 않습니다.,Không mất Giáp khi bắt đầu lượt.,ไม่สูญเสียการป้องกันเมื่อเริ่มเทิร์น +Buff_Basic_Blessing_DisplayName,Blessing,祝福,,,,, +Buff_Basic_Blessing_FunctionText,"For $ParameterInt(""Duration"") turns, the next $ParameterInt(""Stack"") cards you play gain 1 universal offset.","在$ParameterInt(""Duration"")回合内,你打出的$ParameterInt(""Stack"")张卡牌获得1点基础通用增减益效果。",,,,, +Buff_Basic_MarkOfRadiance_DisplayName,Mark Of Radiance,光耀印记,,,,, +Buff_Basic_MarkOfRadiance_FunctionText,"Physics Attack deals $ParameterInt(""Stack"") more damage for $ParameterInt(""Count"") rounds.","物理攻击造成额外$ParameterInt(""Stack"")点伤害,持续$ParameterInt(""Count"")回合。",,,,, diff --git a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv index f7707d25..98754b3a 100644 --- a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv +++ b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv @@ -1,19 +1,38 @@ Key,English,Simplified Chinese,Traditional Chinese,Japanese,Korean,Vietnamese,Thai Card_Basic_Strike_DisplayName,Strike,打击,打擊,ストライク,타격,Đánh,โจมตี Card_Basic_Strike_FunctionText,"$Keyword(""Strike""), deal $Attribute(""Damage"") damage.","$Keyword(""Strike""),造成$Attribute(""Damage"")点伤害。","$Keyword(""Strike""),造成$Attribute(""Damage"")點傷害。","$Keyword(""Strike"")、$Attribute(""Damage"")点のダメージを与える。","$Keyword(""Strike""), $Attribute(""Damage"")의 피해를 줍니다.","$Keyword(""Strike""), gây $Attribute(""Damage"") sát thương.","$Keyword(""Strike""), สร้างความเสียหาย $Attribute(""Damage"") หน่วย" -Card_Basic_Defense_DisplayName,Defense,防御,防禦,防御,방어,Phòng Thủ,ป้องกัน -Card_Basic_Defense_FunctionText,"$Keyword(""Fortitude""), gain $Attribute(""Block"") block.","$Keyword(""Fortitude""), 获得 $Attribute(""Block"") 点格挡.","$Keyword(""Fortitude""), 獲得 $Attribute(""Block"") 點格擋.","$Keyword(""Fortitude"")、使用者は$Attribute(""Block"")点のブロックを得る。","$Keyword(""Fortitude""), 사용자는 $Attribute(""Block"") 방어도를 얻습니다.","$Keyword(""Fortitude""), người sử dụng nhận $Attribute(""Block"") Giáp.","$Keyword(""Fortitude""), ผู้ใช้ได้รับ $Attribute(""Block"") การป้องกัน" -Card_Basic_Whimsy_DisplayName,Whimsy,奇思,,,,, -Card_Basic_Whimsy_FunctionText,"$Keyword(""Exhaust""), gain 1 Mana.","$Keyword(""Exhaust""),获得1魔力。",,,,, -Card_Basic_Tactic_DisplayName,Tactic,战术,,,,, -Card_Basic_Tactic_FunctionText,"$Keyword(""Exhaust""), discard 1 card and draw 1 card.","$Keyword(""Exhaust""),丢弃1张牌,抽1张牌。",,,,, -Card_Basic_Rouse_DisplayName,Rouse,奋起,,,,, -Card_Basic_Rouse_FunctionText,"$Keyword(""Exhaust""), gain 1 Stamina.","$Keyword(""Exhaust""),获得1体力。",,,,, -Card_Basic_CommonHolyWater_DisplayName,Common holy water,普通圣水,,,,, -Card_Basic_CommonHolyWater_FunctionText,"$Keyword(""Exhaust""), $Keyword(""BasicDispel"") self.","$Keyword(""Exhaust""), $Keyword(""BasicDispel"") 自身.",,,,, -Card_Basic_Guard_DisplayName,Guard,守护,守護,守護,수호,Hộ Vệ,ผู้พิทักษ์ -Card_Basic_Guard_FunctionText,"Protect target ally for $Attribute(""BuffCount_Protecting"") rounds.","保护目标队友$Attribute(""BuffCount_Protecting"")回合。","保護目標隊友$Attribute(""BuffCount_Protecting"")回合。","対象の味方を$Attribute(""BuffCount_Protecting"")ターン守る。","대상 아군을 $Attribute(""BuffCount_Protecting"")턴 동안 보호합니다.","Bảo vệ đồng minh mục tiêu trong $Attribute(""BuffCount_Protecting"") lượt.","ปกป้องเพื่อนร่วมทีมเป้าหมายเป็นเวลา $Attribute(""BuffCount_Protecting"") เทิร์น" Card_Basic_Slash_DisplayName,Slash,斩击,,,,, Card_Basic_Slash_FunctionText,"$Keyword(""Slash""), deal $Attribute(""Damage"") damage.","$Keyword(""Slash""),造成$Attribute(""Damage"")点伤害。",,,,, -Card_Basic_Ignite_DisplayName,Ignite,点燃,,,,, -Card_Basic_Ignite_FunctionText,"Apply $Attribute(""BuffStack_Burn"") Burn to target.","对目标施加$Attribute(""BuffStack_Burn"")层灼烧。",,,,, +Card_Basic_Prick_DisplayName,Prick,突刺,,,,, +Card_Basic_Prick_FunctionText,"$Keyword(""Prick""), deal $Attribute(""Damage"") damage.","$Keyword(""Prick""),造成$Attribute(""Damage"")点伤害。",,,,, +Card_Basic_Defense_DisplayName,Defense,防御,防禦,防御,방어,Phòng Thủ,ป้องกัน +Card_Basic_Defense_FunctionText,"$Keyword(""Fortitude""), gain $Attribute(""Block"") block.","$Keyword(""Fortitude""), 获得 $Attribute(""Block"") 点格挡.","$Keyword(""Fortitude""), 獲得 $Attribute(""Block"") 點格擋.","$Keyword(""Fortitude"")、使用者は$Attribute(""Block"")点のブロックを得る。","$Keyword(""Fortitude""), 사용자는 $Attribute(""Block"") 방어도를 얻습니다.","$Keyword(""Fortitude""), người sử dụng nhận $Attribute(""Block"") Giáp.","$Keyword(""Fortitude""), ผู้ใช้ได้รับ $Attribute(""Block"") การป้องกัน" +Card_Basic_Guard_DisplayName,Guard,守护,守護,守護,수호,Hộ Vệ,ผู้พิทักษ์ +Card_Basic_Guard_FunctionText,"Protect target ally for $Attribute(""BuffCount_Protecting"") rounds.","保护目标队友$Attribute(""BuffCount_Protecting"")回合。","保護目標隊友$Attribute(""BuffCount_Protecting"")回合。","対象の味方を$Attribute(""BuffCount_Protecting"")ターン守る。","대상 아군을 $Attribute(""BuffCount_Protecting"")턴 동안 보호합니다.","Bảo vệ đồng minh mục tiêu trong $Attribute(""BuffCount_Protecting"") lượt.","ปกป้องเพื่อนร่วมทีมเป้าหมายเป็นเวลา $Attribute(""BuffCount_Protecting"") เทิร์น" +Card_Basic_Bless_DisplayName,Bless,祝福术,,,,, +Card_Basic_Bless_FunctionText,"Target allied character gain $Attribute(""Buff_Blessing_Stack"") Blessing.","目标友方角色获得$Attribute(""Buff_Blessing_Stack"") 层祝福。",,,,, +Card_Basic_Command_DisplayName,Command,命令术,命令術,コマンド,명령,Ra Lệnh,สั่งการ +Card_Basic_Command_FunctionText,"[Showcase] Perform a Perception check on the target; this may influence their Intent or insert a Status card into their Draw Pile. [/Showcase][Target: CombatNPC] Perform a Perception check on the target. If their Perception is below $Attribute(""Perception_Threshold_Low""), randomly remove one Intent; if below $Attribute(""Perception_Threshold_High""), randomly change one Intent. [/Target][Target: PlayerHero] Perform a Perception check on the target. If their Perception is below $Attribute(""Perception_Threshold_Low""), insert a Stifled card into the target's Draw Pile; if below $Attribute(""Perception_Threshold_High""), insert a Disrupted card into the target's Draw Pile. [/Target]","[Showcase]对目标进行感知检定,可能影响其意图或将状态卡牌放入抽牌堆。[/Showcase][Target: CombatNPC]对目标进行感知检定。若感知低于$Attribute(""Perception_Threshold_Low""),随机移除一个意图;若低于$Attribute(""Perception_Threshold_High""),随机改变一个意图。[/Target] +[Target: PlayerHero]对目标进行感知检定。若感知低于$Attribute(""Perception_Threshold_Low""),将一张扼制卡牌放入目标抽牌堆;若低于$Attribute(""Perception_Threshold_High""),将一张干扰卡牌放入目标的抽牌堆。[/Target]",,,,, +Card_Basic_Disturbed_DisplayName,Disturbed,干扰,干擾,妨害,방해,Gián Đoạn,รบกวน +Card_Basic_Disturbed_FunctionText,"$Keyword(""Exhaust"")","$Keyword(""Exhaust"")",,,,, +Card_Basic_Stifled_DisplayName,Stifled,扼制,扼制,抑制,억제,Kìm Hãm,สกัด +Card_Basic_Stifled_FunctionText,"$Keyword(""Prerequisite""), $Keyword(""Exhaust""), cost 1 Stamina.","$Keyword(""Prerequisite""),$Keyword(""Exhaust""),消耗1体力。",,,,, +Card_Basic_BasicHealing_DisplayName,Basic Healing,初级治疗术,,,,, +Card_Basic_BasicHealing_FunctionText,"$Keyword(""Exhaust""), heal $Attribute(""HealAmount"") health.","$Keyword(""Exhaust""), 治疗 $Attribute(""HealAmount"") 点生命值。",,,,, +Card_Basic_BasicDetection_DisplayName,Basic Detection,初级探测术,,,,, +Card_Basic_BasicDetection_FunctionText,"Remove $Attribute(""DodgeRemoveAmount"") dodge.","移除 $Attribute(""DodgeRemoveAmount"") 点闪避。",,,,, +Card_Basic_MarkOfRadiance_DisplayName,Mark of Radiance,光耀印记,,,,, +Card_Basic_MarkOfRadiance_FunctionText,"Add $Attribute(""Buff_MarkOfRadiance_Stack"") stacks of $Keyword(Basic_MarkOfRadiance).","施加 $Attribute(""Buff_MarkOfRadiance_Stack"") 层 $Keyword(Basic_MarkOfRadiance)。",,,,, +Card_Basic_BasicPurification_DisplayName,Basic Purification,初级净化术,,,,, +Card_Basic_BasicPurification_FunctionText,"Apply a basic dispel to the target, removing all dispellable buffs.",对目标施加弱驱散,移除所有可被驱散的Buff。,,,,, +Card_Basic_Cleave_DisplayName,Cleave,顺劈斩,,,,, +Card_Basic_Cleave_FunctionText,"$Keyword(""Slash""), Deal $Attribute(""Damage"") physics damage to all enemies.","$Keyword(""Slash""),对全体敌人造成$Attribute(""Damage"")点物理伤害。",,,,, +Card_Basic_SearingSlash_DisplayName,Searing Slash,炽焰斩,,,,, +Card_Basic_SearingSlash_FunctionText,"Deal $Attribute(""Damage_Physics"") physical damage and $Attribute(""Damage_Fire"") fire damage, then apply $Attribute(""Buff_Burn_Stack"") stacks of Burn to the target.","造成$Attribute(""Damage_Physics"")点物理伤害和$Attribute(""Damage_Fire"")点火焰伤害,并对目标施加$Attribute(""Buff_Burn_Stack"")层灼烧。",,,,, +Card_Basic_SandStorm_DisplayName,Sand Storm,沙暴,,,,, +Card_Basic_SandStorm_FunctionText,"$Keyword(""Arcane""). Deal $Attribute(""Damage"") damage $Attribute(""Hit_Count"") times to all enemies, then apply Blind for $Attribute(""Buff_Blind_Count"") rounds.","$Keyword(""Arcane"")。对全体敌人造成$Attribute(""Hit_Count"")次$Attribute(""Damage"")点伤害,并施加$Attribute(""Buff_Blind_Count"")回合的致盲。",,,,, +Card_Basic_FireBall_DisplayName,Fireball,火球术,,,,, +Card_Basic_FireBall_FunctionText,"$Keyword(""Arcane""). Deal $Attribute(""Damage_Main"") fire damage to target and apply $Attribute(""Buff_Burn_Stack_Main"") stacks of Burn. Deal $Attribute(""Damage_Others"") fire damage to all other enemies and apply $Attribute(""Buff_Burn_Stack_Others"") stacks of Burn.","$Keyword(""Arcane"")。对目标造成$Attribute(""Damage_Main"")点火焰伤害并附加$Attribute(""Buff_Burn_Stack_Main"")层灼烧,对其余所有敌人造成$Attribute(""Damage_Others"")点火焰伤害并附加$Attribute(""Buff_Burn_Stack_Others"")层灼烧。",,,,, +Card_Basic_FireBolt_DisplayName,Fire Bolt,火焰箭,,,,, +Card_Basic_FireBolt_FunctionText,"$Keyword(""Arcane"")。 Deal $Attribute(""Damage"") fire damage to target and apply $Attribute(""Buff_Burn_Stack"") stacks of Burn.","$Keyword(""Arcane"")。对目标造成$Attribute(""Damage"")点火焰伤害并附加$Attribute(""Buff_Burn_Stack"")层灼烧。",,,,, diff --git a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralKeywords.csv b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralKeywords.csv index ab6fc8e9..dc4fab75 100644 --- a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralKeywords.csv +++ b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralKeywords.csv @@ -40,6 +40,11 @@ Keyword_Concentrate_Description,"When attacked, may interrupt spell casting.", Keyword_ConcentratedSpellcasting,Concentrated Spellcasting,法术强度,法術強度,スペルパワー,주문력,Sức Mạnh Phép Thuật,พลังเวท Keyword_ConcentratedSpellcasting_Description,Spell damage is increased by stacks.,法术造成的伤害增加层数点伤害。,法術造成的傷害增加層數點傷害。,魔法ダメージが層数分増加する。,주문으로 주는 피해가 중첩 수만큼 증가합니다.,Sát thương phép thuật tăng thêm bằng số tầng.,ความเสียหายเวทมนตร์เพิ่มขึ้นเท่ากับจำนวนชั้น. Keyword_Physics,Physics,物理,,,,, -Keyword_Physics_Description,This card deals physics damage.,这张牌造成物理伤害。,,,,, +Keyword_Physics_Description,This card is physics.,这是物理类卡牌。,,,,, Keyword_Magic,Magic,魔法,,,,, -Keyword_Magic_Description,This card deals magic damage.,这张牌造成魔法伤害。,,,,, +Keyword_Magic_Description,This card is magic.,这是魔法类卡牌。,,,,, +Keyword_Prerequisite,Prerequisite,先决,先決,前提,선결,Tiên Quyết,เงื่อนไขเบื้องต้น +Keyword_Prerequisite,Prerequisite,先决,先決,前提条件,선결,Tiên Quyết,เงื่อนไขเบื้องต้น +Keyword_Prerequisite_Description,"You must play this card before playing any other card.","你必须先打出这张牌,才能打出其他牌。","你必須先打出這張牌,才能打出其他牌。","他のカードをプレイする前に、このカードをプレイしなければならない。","다른 카드를 사용하기 전에 이 카드를 먼저 사용해야 합니다.","Bạn phải đánh lá bài này trước khi đánh bất kỳ lá bài nào khác.","คุณต้องเล่นการ์ดใบนี้ก่อนจึงจะเล่นการ์ดอื่นได้." +Keyword_Prerequisite_Warning,Must play prerequisite card first!,必须先打出先决卡牌!,必須先打出先決卡牌!,前提条件のカードを先にプレイしてください!,선결 카드를 먼저 사용해야 합니다!,Phải đánh lá bài tiên quyết trước!,ต้องเล่นการ์ดเงื่อนไขเบื้องต้นก่อน! + diff --git a/Assets/Mods/Basic/Localization/Player/Localization_Basic_MageCards.csv b/Assets/Mods/Basic/Localization/Player/Localization_Basic_MageCards.csv index aadd97f6..b13436c4 100644 --- a/Assets/Mods/Basic/Localization/Player/Localization_Basic_MageCards.csv +++ b/Assets/Mods/Basic/Localization/Player/Localization_Basic_MageCards.csv @@ -11,8 +11,8 @@ Card_Basic_ConcentratedSpellcasting_FunctionText,"$Keyword(""Concentrate""). Gain $Attribute(""BuffStack_ConcentratedSpellcasting"") $Keyword(""Basic_ConcentratedSpellcasting"").","$Keyword(""Concentrate"")。\n获得$Attribute(""BuffStack_ConcentratedSpellcasting"")点$Keyword(""Basic_ConcentratedSpellcasting"")。","$Keyword(""Concentrate"")。\n獲得$Attribute(""BuffStack_ConcentratedSpellcasting"")點$Keyword(""Basic_ConcentratedSpellcasting"")。","$Keyword(""Concentrate"")。\n$Attribute(""BuffStack_ConcentratedSpellcasting"")点の$Keyword(""Basic_ConcentratedSpellcasting"")を得る。","$Keyword(""Concentrate"")。\n$Attribute(""BuffStack_ConcentratedSpellcasting"") 포인트의 $Keyword(""Basic_ConcentratedSpellcasting"") 효과를 얻습니다.","$Keyword(""Concentrate"").\nNhận $Attribute(""BuffStack_ConcentratedSpellcasting"") điểm $Keyword(""Basic_ConcentratedSpellcasting"").","$Keyword(""Concentrate"").\nได้รับ $Keyword(""Basic_ConcentratedSpellcasting"") จำนวน $Attribute(""BuffStack_ConcentratedSpellcasting"") แต้ม." Card_Basic_ArcaneMissiles_DisplayName,Arcane Missiles,奥术飞弹,奧術飛彈,アーケインミサイル,비전 화살,Tên Lửa Ma Pháp,ศรเวทมนตร์ Card_Basic_ArcaneMissiles_FunctionText,"Deal $Attribute(""Damage"") damage for $Attribute(""AttackCount"") times.","造成$Attribute(""Damage"")点伤害 $Attribute(""AttackCount"")次。","造成$Attribute(""Damage"")點傷害 $Attribute(""AttackCount"")次。","$Attribute(""Damage"")点のダメージを$Attribute(""AttackCount"")回与える。","$Attribute(""Damage"") 피해를 $Attribute(""AttackCount"")번 줍니다。","Gây $Attribute(""Damage"") sát thương $Attribute(""AttackCount"") lần.","สร้างความเสียหาย $Attribute(""Damage"") หน่วย $Attribute(""AttackCount"") ครั้ง." -Card_Basic_FireBall_DisplayName,FireBall,火球术,火球術,ファイアボール,화염구,Cầu Lửa,ลูกไฟ -Card_Basic_FireBall_FunctionText,"Deal $Attribute(""Damage"") damage to all enemies and apply $Attribute(""BuffStack_Burn"") stacks of $Keyword(""Basic_Burn"").","对所有敌人造成$Attribute(""Damage"")点伤害并给予$Attribute(""BuffStack_Burn"")层$Keyword(""Basic_Burn"")。","對所有敵人造成$Attribute(""Damage"")點傷害並給予$Attribute(""BuffStack_Burn"")層$Keyword(""Basic_Burn"")。","敵全員に$Attribute(""Damage"")点のダメージを与え、$Attribute(""BuffStack_Burn"")層の$Keyword(""Basic_Burn"")を付与する。","모든 적에게 $Attribute(""Damage"") 피해를 주고 $Attribute(""BuffStack_Burn"") 층의 $Keyword(""Basic_Burn"") 효과를 부여합니다.","Gây $Attribute(""Damage"") sát thương lên tất cả kẻ địch và áp dụng $Attribute(""BuffStack_Burn"") tầng $Keyword(""Basic_Burn"").","สร้างความเสียหาย $Attribute(""Damage"") หน่วยแก่ศัตรูทั้งหมด และมอบสถานะ $Keyword(""Basic_Burn"") จำนวน $Attribute(""BuffStack_Burn"") ชั้น." +,,,,,,, +,,,,,,, Card_Basic_Scorch_DisplayName,Scorch,烧焦,燒焦,焦熱,그슬리기,Thiêu Rụi,แผดเผา Card_Basic_Scorch_FunctionText,"$Keyword(""Exhaust""). Double the $Keyword(""Basic_Burn"") stacks on an enemy.","$Keyword(""Exhaust"")。\n将一名敌人的$Keyword(""Basic_Burn"")层数翻倍。","$Keyword(""Exhaust"")。\n將一名敵人的$Keyword(""Basic_Burn"")層數翻倍。","$Keyword(""Exhaust"")。\n敵1体の$Keyword(""Basic_Burn"")層数を2倍にする。","$Keyword(""Exhaust"")。\n적 한 명의 $Keyword(""Basic_Burn"") 중첩 수를 2배로 만듭니다.","$Keyword(""Exhaust"").\nNhân đôi số tầng $Keyword(""Basic_Burn"") của 1 kẻ địch.","$Keyword(""Exhaust"").\nเพิ่มจำนวนชั้นของสถานะ $Keyword(""Basic_Burn"") ของศัตรู 1 ตัวเป็นสองเท่า." @@ -25,4 +25,4 @@ Deal $Attribute(""Damage"") damage.","$Keyword(""Retain"")。\n造成$Attribute( Card_Basic_IdentifyWeakness_DisplayName,Identify Weakness,识破,識破,見破り,간파,Nhìn Thấu,ระบุจุดอ่อน Card_Basic_IdentifyWeakness_FunctionText,"Apply $Attribute(""BuffCount_Vulnerable"") stacks of $Keyword(""Basic_Vulnerable"").","给予$Attribute(""BuffCount_Vulnerable"")层$Keyword(""Basic_Vulnerable"")。","給予$Attribute(""BuffCount_Vulnerable"")層$Keyword(""Basic_Vulnerable"")。","$Attribute(""BuffCount_Vulnerable"")層の$Keyword(""Basic_Vulnerable"")を付与する。","$Attribute(""BuffCount_Vulnerable"") 층의 $Keyword(""Basic_Vulnerable"") 효과를 부여합니다.","Áp dụng $Attribute(""BuffCount_Vulnerable"") tầng $Keyword(""Basic_Vulnerable"").","มอบสถานะ $Keyword(""Basic_Vulnerable"") จำนวน $Attribute(""BuffCount_Vulnerable"") ชั้น." Card_Basic_Abundant_DisplayName,Abundant,充盈,充盈,充填,충만,Tràn Đầy,เปี่ยมพลัง -Card_Basic_Abundant_FunctionText,"Give $Attribute(""BuffStack_Abundant"") $Keyword(""Basic_ConcentratedSpellcasting"") to Spell Attacks in hand.","使你手牌中的法术攻击牌获得$Attribute(""BuffStack_Abundant"")点$Keyword(""Basic_ConcentratedSpellcasting"")。","使你手牌中的法術攻擊牌獲得$Attribute(""BuffStack_Abundant"")點$Keyword(""Basic_ConcentratedSpellcasting"")。","手札にある魔法攻撃カードに$Attribute(""BuffStack_Abundant"")点の$Keyword(""Basic_ConcentratedSpellcasting"")を付与する。","손패에 있는 마법 공격 카드에 $Attribute(""BuffStack_Abundant"") 포인트의 $Keyword(""Basic_ConcentratedSpellcasting"") 효과를 부여합니다.","Trao $Attribute(""BuffStack_Abundant"") điểm $Keyword(""Basic_ConcentratedSpellcasting"") cho các lá bài tấn công phép thuật trên tay.","มอบ $Keyword(""Basic_ConcentratedSpellcasting"") จำนวน $Attribute(""BuffStack_Abundant"") แต้มให้กับการ์ดโจมตีเวทมนตร์ในมือของคุณ." \ No newline at end of file +Card_Basic_Abundant_FunctionText,"Give $Attribute(""BuffStack_Abundant"") $Keyword(""Basic_ConcentratedSpellcasting"") to Spell Attacks in hand.","使你手牌中的法术攻击牌获得$Attribute(""BuffStack_Abundant"")点$Keyword(""Basic_ConcentratedSpellcasting"")。","使你手牌中的法術攻擊牌獲得$Attribute(""BuffStack_Abundant"")點$Keyword(""Basic_ConcentratedSpellcasting"")。","手札にある魔法攻撃カードに$Attribute(""BuffStack_Abundant"")点の$Keyword(""Basic_ConcentratedSpellcasting"")を付与する。","손패에 있는 마법 공격 카드에 $Attribute(""BuffStack_Abundant"") 포인트의 $Keyword(""Basic_ConcentratedSpellcasting"") 효과를 부여합니다.","Trao $Attribute(""BuffStack_Abundant"") điểm $Keyword(""Basic_ConcentratedSpellcasting"") cho các lá bài tấn công phép thuật trên tay.","มอบ $Keyword(""Basic_ConcentratedSpellcasting"") จำนวน $Attribute(""BuffStack_Abundant"") แต้มให้กับการ์ดโจมตีเวทมนตร์ในมือของคุณ." diff --git a/Assets/Mods/Basic/Sprites/Characters/Avatar/183ba0619504a95af92d33c50a6a2038.jpg b/Assets/Mods/Basic/Sprites/Characters/Avatar/183ba0619504a95af92d33c50a6a2038.jpg deleted file mode 100644 index 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e0503f3b..a2269ab4 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Demo.unity.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Demo.unity.meta @@ -5,3 +5,10 @@ DefaultImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Demo.unity + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Examples.unity.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Examples.unity.meta index 7b422104..26916c09 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Examples.unity.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Examples.unity.meta @@ -5,3 +5,10 @@ DefaultImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Examples.unity + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader index 02acfc09..0171c5d8 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader @@ -2,151 +2,151 @@ // Available at the Unity Asset Store - http://u3d.as/y3X Shader "UI/Demo/Color Picker" { - Properties - { - [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} - _Color ("Tint", Color) = (1,1,1,1) + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 - _ColorMask ("Color Mask", Float) = 15 + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + [ASEEnd]_Brightness("Brightness", Float) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} - [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 - [ASEEnd]_Brightness("Brightness", Float) = 1 - [HideInInspector] _texcoord( "", 2D ) = "white" {} + } - } + SubShader + { + LOD 0 - SubShader - { - LOD 0 - - Tags - { - "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" - } - - Stencil - { - Ref [_Stencil] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - Comp [_StencilComp] - Pass [_StencilOp] - } + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } + + Stencil + { + Ref [_Stencil] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + Comp [_StencilComp] + Pass [_StencilOp] + } - Cull Off - Lighting Off - ZWrite Off - ZTest [unity_GUIZTestMode] - Blend SrcAlpha OneMinusSrcAlpha - ColorMask [_ColorMask] + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + CGPROGRAM + + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 - Pass - { - Name "Default" - CGPROGRAM - #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX - #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) - #endif - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 + #include "UnityCG.cginc" + #include "UnityUI.cginc" - #include "UnityCG.cginc" - #include "UnityUI.cginc" + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #define ASE_NEEDS_FRAG_COLOR - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; - #define ASE_NEEDS_FRAG_COLOR + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + half2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + + }; + + uniform fixed4 _Color; + uniform fixed4 _TextureSampleAdd; + uniform float4 _ClipRect; + uniform sampler2D _MainTex; + uniform float _Brightness; + uniform float4 _MainTex_ST; + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + - - struct appdata_t - { - float4 vertex : POSITION; - float4 color : COLOR; - float2 texcoord : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f - { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - half2 texcoord : TEXCOORD0; - float4 worldPosition : TEXCOORD1; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - uniform fixed4 _Color; - uniform fixed4 _TextureSampleAdd; - uniform float4 _ClipRect; - uniform sampler2D _MainTex; - uniform float _Brightness; - uniform float4 _MainTex_ST; - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - - v2f vert(appdata_t IN) - { - v2f OUT; - UNITY_SETUP_INSTANCE_ID(IN); + + v2f vert( appdata_t IN ) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID( IN ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); - UNITY_TRANSFER_INSTANCE_ID(IN, OUT); - OUT.worldPosition = IN.vertex; + UNITY_TRANSFER_INSTANCE_ID(IN, OUT); + OUT.worldPosition = IN.vertex; + + + OUT.worldPosition.xyz += float3( 0, 0, 0 ) ; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + OUT.texcoord = IN.texcoord; + + OUT.color = IN.color * _Color; + return OUT; + } - OUT.worldPosition.xyz += float3(0, 0, 0); - OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + fixed4 frag(v2f IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); - OUT.texcoord = IN.texcoord; - - OUT.color = IN.color * _Color; - return OUT; - } - - fixed4 frag(v2f IN) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); - - float2 texCoord1 = IN.texcoord.xy * float2(1, 1) + float2(0, 0); - float3 hsvTorgb2 = HSVToRGB(float3(texCoord1.x, texCoord1.y, _Brightness)); - float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; - float4 appendResult3 = (float4(hsvTorgb2, tex2D(_MainTex, uv_MainTex).a)); - - half4 color = (IN.color * appendResult3); - - #ifdef UNITY_UI_CLIP_RECT + float2 texCoord1 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float3 hsvTorgb2 = HSVToRGB( float3(texCoord1.x,texCoord1.y,_Brightness) ); + float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float4 appendResult3 = (float4(hsvTorgb2 , tex2D( _MainTex, uv_MainTex ).a)); + + half4 color = ( IN.color * appendResult3 ); + + #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif - #ifdef UNITY_UI_ALPHACLIP - clip(color.a - 0.001); - #endif - - return color; - } - ENDCG - } - } - - - Fallback Off + return color; + } + ENDCG + } + } + + + Fallback Off } /*ASEBEGIN Version=19002 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader.meta index b7464f38..1656b67d 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader.meta @@ -8,3 +8,10 @@ ShaderImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs.meta index 527bad00..b95f84dd 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs index 67c6cce7..ed8e7f41 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs @@ -1,6 +1,8 @@ +using System.Collections; +using System.Collections.Generic; using UnityEngine; -using UnityEngine.EventSystems; using UnityEngine.UI; +using UnityEngine.EventSystems; namespace SpriteShadersUltimate.Demo { @@ -8,22 +10,22 @@ namespace SpriteShadersUltimate.Demo { public Material targetMaterial; public string propertyName; - private Slider brightnessSlider; - private RectTransform colorArea; - private Image dotImage; - private RectTransform dotRect; - private bool isDragging; + RectTransform colorArea; + Slider brightnessSlider; + RectTransform dotRect; + Image dotImage; - private bool isHovered; + bool isHovered; + bool isDragging; - private float lastHue; - private float lastSaturation; - private float maxBrightness; + float lastHue; + float lastSaturation; + float maxBrightness; - private void Start() + void Start() { - if (brightnessSlider == null || colorArea == null) + if(brightnessSlider == null || colorArea == null) { //References: colorArea = transform.Find("Color Area").GetComponent(); @@ -32,42 +34,37 @@ namespace SpriteShadersUltimate.Demo dotImage = dotRect.GetComponent(); //Initialize: - dotImage.material = Instantiate(dotImage.material); + dotImage.material = Instantiate(dotImage.material); } } - private void Update() + void Update() { Vector2 mousePosition = default; - RectTransformUtility.ScreenPointToLocalPointInRectangle(colorArea, Input.mousePosition, Camera.main, - out mousePosition); + RectTransformUtility.ScreenPointToLocalPointInRectangle(colorArea, Input.mousePosition, Camera.main, out mousePosition); if (isHovered && Input.GetMouseButtonDown(0)) - if (mousePosition.x > -colorArea.sizeDelta.x * 0.5f && mousePosition.x < colorArea.sizeDelta.x * 0.5f && - mousePosition.y > -colorArea.sizeDelta.y * 0.5f && mousePosition.y < colorArea.sizeDelta.y * 0.5f) - isDragging = true; - - if (isDragging) { - if (!Input.GetMouseButton(0)) isDragging = false; + if (mousePosition.x > -colorArea.sizeDelta.x * 0.5f && mousePosition.x < colorArea.sizeDelta.x * 0.5f && mousePosition.y > -colorArea.sizeDelta.y * 0.5f && mousePosition.y < colorArea.sizeDelta.y * 0.5f) + { + isDragging = true; + } + } - var colorRange = (mousePosition + colorArea.sizeDelta * 0.5f) / colorArea.sizeDelta; - var hue = Mathf.Clamp01(colorRange.x); - var saturation = Mathf.Clamp01(colorRange.y); + if(isDragging) + { + if(Input.GetMouseButton(0) == false) + { + isDragging = false; + } + + Vector2 colorRange = (mousePosition + colorArea.sizeDelta * 0.5f) / colorArea.sizeDelta; + float hue = Mathf.Clamp01(colorRange.x); + float saturation = Mathf.Clamp01(colorRange.y); UpdateColor(hue, saturation); } } - public void OnPointerEnter(PointerEventData eventData) - { - isHovered = true; - } - - public void OnPointerExit(PointerEventData eventData) - { - isHovered = false; - } - public void SetTarget(Material newMaterial, string newProperty, string shaderName) { Start(); @@ -78,16 +75,18 @@ namespace SpriteShadersUltimate.Demo LoadColor(targetMaterial.GetColor(propertyName)); //Title: - var displayString = newProperty.Replace("_" + shaderName.Replace(" ", ""), ""); - var displayChars = displayString.ToCharArray(); + string displayString = newProperty.Replace("_" + shaderName.Replace(" ", ""), ""); + char[] displayChars = displayString.ToCharArray(); displayString = ""; - for (var c = 0; c < displayChars.Length; c++) + for(int c = 0; c < displayChars.Length; c++) { - if (c > 0 && displayChars[c].ToString().ToUpper() == displayChars[c].ToString()) displayString += " "; + if(c > 0 && displayChars[c].ToString().ToUpper() == displayChars[c].ToString()) + { + displayString += " "; + } displayString += displayChars[c]; } - transform.Find("Title").GetComponent().text = displayString; } @@ -100,10 +99,14 @@ namespace SpriteShadersUltimate.Demo maxBrightness = Mathf.Ceil(value * 0.5f) * 4f + 5f; - if (value <= 1f) + if(value <= 1f) + { brightnessSlider.SetValueWithoutNotify(value * 0.5f); + } else + { brightnessSlider.SetValueWithoutNotify(0.5f + (value - 1f) / maxBrightness); + } UpdateColor(hue, saturation); } @@ -113,23 +116,38 @@ namespace SpriteShadersUltimate.Demo lastHue = hue; lastSaturation = saturation; - dotRect.anchoredPosition = - new Vector2(Mathf.Clamp(colorArea.sizeDelta.x * hue, 5, colorArea.sizeDelta.x - 5), - Mathf.Clamp(colorArea.sizeDelta.y * saturation, 5, colorArea.sizeDelta.y - 5)); + dotRect.anchoredPosition = new Vector2(Mathf.Clamp(colorArea.sizeDelta.x * hue, 5, colorArea.sizeDelta.x - 5), Mathf.Clamp(colorArea.sizeDelta.y * saturation, 5, colorArea.sizeDelta.y - 5)); dotImage.color = Color.HSVToRGB(hue, saturation, 1f); - var value = Mathf.Min(brightnessSlider.value * 2f, 1) + - Mathf.Max((brightnessSlider.value - 0.5f) * maxBrightness, 0); + float value = Mathf.Min(brightnessSlider.value * 2f, 1) + Mathf.Max((brightnessSlider.value - 0.5f) * maxBrightness, 0); dotImage.materialForRendering.SetFloat("_Brightness", value); - if (targetMaterial != null) targetMaterial.SetColor(propertyName, Color.HSVToRGB(hue, saturation, value)); + if(targetMaterial != null) + { + targetMaterial.SetColor(propertyName, Color.HSVToRGB(hue, saturation, value)); + } } public void SliderChanged() { - if (Mathf.Abs(brightnessSlider.value - 0.5f) < 0.05f) brightnessSlider.SetValueWithoutNotify(0.5f); + if (Mathf.Abs(brightnessSlider.value - 0.5f) < 0.05f) + { + brightnessSlider.SetValueWithoutNotify(0.5f); + } UpdateColor(lastHue, lastSaturation); } + + public void OnPointerEnter(PointerEventData eventData) + { + isHovered = true; + } + + public void OnPointerExit(PointerEventData eventData) + { + isHovered = false; + } + + } } \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs.meta index 4bf7fbbf..d9809c51 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs.meta index 410bd754..fcf1a9e5 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs index 663fe820..f11e996e 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs @@ -1,3 +1,5 @@ +using System.Collections; +using System.Collections.Generic; using UnityEngine; namespace SpriteShadersUltimate.Demo @@ -5,28 +7,28 @@ namespace SpriteShadersUltimate.Demo public class Demo_DisplayTitle : MonoBehaviour { public Transform target; - private RectTransform rectParent; - private RectTransform rectTransform; + RectTransform rectTransform; + RectTransform rectParent; - private void Start() + void Start() { rectTransform = GetComponent(); rectParent = transform.parent.GetComponent(); } - private void LateUpdate() + void LateUpdate() { Vector3 screenPosition = RectTransformUtility.WorldToScreenPoint(Camera.main, target.position); - + Vector2 rectPosition; - RectTransformUtility.ScreenPointToLocalPointInRectangle(rectParent, screenPosition, Camera.main, - out rectPosition); + RectTransformUtility.ScreenPointToLocalPointInRectangle(rectParent, screenPosition, Camera.main, out rectPosition); rectTransform.anchoredPosition = rectPosition; transform.localScale = target.lossyScale; } } -} \ No newline at end of file +} + diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs.meta index 26d46c65..125cef0f 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs.meta index e41496b8..16b98c25 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs.meta index 6142de0c..6187ff45 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs.meta index b769d163..a39768fe 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs index 94ab343a..910e616b 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs @@ -1,3 +1,4 @@ +using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -7,22 +8,25 @@ namespace SpriteShadersUltimate.Demo { public static Demo_Shaders instance; public static float zoomFactor; - private Vector3 currentPosition; - private GameObject environmentGO; - private List environmentSprites; + GameObject environmentGO; + List environmentSprites; + Vector3 currentPosition; - private float lastZoomFactor; + float lastZoomFactor; - private void Awake() + void Awake() { //Reference: instance = this; //Environment: - var environment = GameObject.Find("Environment").transform; + Transform environment = GameObject.Find("Environment").transform; environmentSprites = new List(); - foreach (var sr in environment.GetComponentsInChildren()) environmentSprites.Add(sr); + foreach(SpriteRenderer sr in environment.GetComponentsInChildren()) + { + environmentSprites.Add(sr); + } environmentGO = environment.gameObject; //Initialize: @@ -32,7 +36,7 @@ namespace SpriteShadersUltimate.Demo lastZoomFactor = -1000; } - private void Update() + void Update() { //Zoom Factor: if (Demo_Display.selected != null) @@ -47,27 +51,33 @@ namespace SpriteShadersUltimate.Demo } //Scale: - var scale = 1f + 6.2f * zoomFactor; + float scale = 1f + 6.2f * zoomFactor; transform.localScale = new Vector3(scale, scale, 1); if (zoomFactor != lastZoomFactor) { //Environment: - var alpha = Mathf.Clamp01((zoomFactor - 0.75f) / 0.25f); - foreach (var sprite in environmentSprites) + float alpha = Mathf.Clamp01((zoomFactor - 0.75f) / 0.25f); + foreach (SpriteRenderer sprite in environmentSprites) { - var color = sprite.color; + Color color = sprite.color; color.a = alpha; sprite.color = color; } - if (alpha > 0f) + if(alpha > 0f) { - if (!environmentGO.activeSelf) environmentGO.SetActive(true); + if(!environmentGO.activeSelf) + { + environmentGO.SetActive(true); + } } else { - if (environmentGO.activeSelf) environmentGO.SetActive(false); + if (environmentGO.activeSelf) + { + environmentGO.SetActive(false); + } } //Other: @@ -75,18 +85,18 @@ namespace SpriteShadersUltimate.Demo } //Position: - if (Demo_Display.selected != null) + if(Demo_Display.selected != null) { - currentPosition = Vector3.Lerp(currentPosition, -Demo_Display.selected.transform.localPosition, - Time.unscaledDeltaTime * 10f); + currentPosition = Vector3.Lerp(currentPosition, -Demo_Display.selected.transform.localPosition, Time.unscaledDeltaTime * 10f); } else { - var movement = 0f; - if (AllowMovement()) + + float movement = 0f; + if(AllowMovement()) { - movement = 2f * (Screen.width * 0.5f - Input.mousePosition.x) / Screen.width; - if (Mathf.Abs(movement) < 0.6f) + movement = 2f * (Screen.width * 0.5f - Input.mousePosition.x) / (float)Screen.width; + if(Mathf.Abs(movement) < 0.6f) { movement = 0; } @@ -102,16 +112,18 @@ namespace SpriteShadersUltimate.Demo } } - currentPosition = Vector3.Lerp(currentPosition, new Vector3(currentPosition.x + movement, 0, 0), - Time.unscaledDeltaTime * 14f / scale); + currentPosition = Vector3.Lerp(currentPosition, new Vector3(currentPosition.x + movement, 0, 0), Time.unscaledDeltaTime * 14f / scale); } - transform.position = currentPosition * scale; //Controls: - if (Demo_Display.selected != null) + if(Demo_Display.selected != null) + { if (Input.GetKeyDown(KeyCode.Escape)) + { Demo_Display.selected.Deselect(); + } + } } public bool AllowMovement() @@ -124,4 +136,4 @@ namespace SpriteShadersUltimate.Demo return zoomFactor > 0.9f; } } -} \ No newline at end of file +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs.meta index 2b3f4677..0c30193d 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs.meta index 34ad2f39..d5dbe5f3 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs index 4e4039ab..871f2398 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs @@ -1,79 +1,104 @@ -using System; using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; namespace SpriteShadersUltimate.Demo { public class Demo_Trigger : MonoBehaviour { - public List events; - private ShaderFaderSSU fader; + ShaderFaderSSU fader; - private void Start() + public List events; + + void Start() { fader = GetComponent(); } private void OnTriggerEnter2D(Collider2D collision) { - if (collision.name == "Player") ChangeState(true); + if(collision.name == "Player") + { + ChangeState(true); + } } private void OnTriggerExit2D(Collider2D collision) { - if (collision.name == "Player") ChangeState(false); + if (collision.name == "Player") + { + ChangeState(false); + } } public void ChangeState(bool isActive) { - if (fader != null) fader.isFaded = isActive; + if (fader != null) + { + fader.isFaded = isActive; + } if (events != null && isActive) - foreach (var demoEvent in events) + { + foreach (Demo_TriggerEvent demoEvent in events) + { StartCoroutine(PlayEvent(demoEvent)); + } + } } - private IEnumerator PlayEvent(Demo_TriggerEvent demoEvent) + IEnumerator PlayEvent(Demo_TriggerEvent demoEvent) { yield return new WaitForSeconds(demoEvent.delay); demoEvent.Play(transform); } } - [Serializable] + [System.Serializable] public class Demo_TriggerEvent { - [Header("Delay:")] public float delay; - - [Header("Change Fader:")] public ShaderFaderSSU fader; + [Header("Delay:")] + public float delay; + [Header("Change Fader:")] + public ShaderFaderSSU fader; public bool faderState; public bool negateState; - [Header("Snap Player:")] public bool snapPlayer; - + [Header("Snap Player:")] + public bool snapPlayer; public bool isRelative; public Vector3 snapPosition; - [Header("Hurt Player:")] public bool hurtPlayer; - + [Header("Hurt Player:")] + public bool hurtPlayer; public Vector2 velocity; public void Play(Transform source) { - if (fader != null) + if(fader != null) { - if (negateState) + if(negateState) + { fader.isFaded = !fader.isFaded; + } else + { fader.isFaded = faderState; + } } - if (snapPlayer) + if(snapPlayer) + { Demo_Player.instance.SnapPosition(isRelative ? source.position + snapPosition : snapPosition); + } - if (hurtPlayer) Demo_Player.instance.GetHurt(velocity); + if(hurtPlayer) + { + Demo_Player.instance.GetHurt(velocity); + } } } } \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs.meta index 88b3c977..e8f0a133 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs.meta index f0a6861f..7d1dbfbd 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs.meta index 5252be25..2ab3e6e1 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png index 85cda6cf..a233478d 100644 Binary files a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png and b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png differ diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png.meta index 1d9ade24..743f95e7 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png.meta @@ -130,3 +130,10 @@ TextureImporter: userData: 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textureToggleExtra: +version https://git-lfs.github.com/spec/v1 +oid sha256:5a043bdc6c56e3eaf8049470a0ac498df3c8e13d56266a7818107d8e11e147ce +size 696 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset.meta index 6c331dca..0d0eb36b 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset.meta @@ -6,3 +6,11 @@ NativeFormatImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World + Tiling.asset + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs index 84f16024..2f62b8f2 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs @@ -38,7 +38,8 @@ namespace SpriteShadersUltimate Dictionary shaderDictionary; Shader lastShader; bool newCategory; //Used to avoid drawing lines at the beginning of a new category. - bool isDisabled; //Skip shaders. + bool isEffectHidden; // Is the effect disabled or collapsed + bool isEffectEnabled; // Is the effect enabled bool isHidden; //Used to skip hidden properties. bool skipGUI; //Skip GUI refresh after changing the shader. float shaderSpace; //Used to skip hidden properties. @@ -57,6 +58,7 @@ namespace SpriteShadersUltimate static Material[] materials; bool wasWarned; bool requiresFullRectMesh, requiresSpriteSheetFix, requiresInstancing, requiresTiling; + HashSet strippedTextureProperties = new HashSet(); public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) { @@ -71,7 +73,7 @@ namespace SpriteShadersUltimate //Properties: enabledShaders = new HashSet(); - isDisabled = false; + isEffectHidden = false; isHidden = false; EditorGUILayout.BeginVertical(); for (int n = 0; n < properties.Length; n++) @@ -104,16 +106,38 @@ namespace SpriteShadersUltimate //Enable: if (enableProperties.Contains(prop.name)) { - isDisabled = DrawShaderToggle(materialEditor, prop); + isEffectHidden = DrawShaderToggle(materialEditor, prop); isHidden = false; continue; //Dont display shader toggle twice. } else { - if (isDisabled) + if (isEffectHidden) { - continue; //Skip disabled properties. + // Strip textures + if (isEffectEnabled == false && prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture) + { + // Cache as stripped texture property + if (strippedTextureProperties.Contains(prop.name) == false) + { + strippedTextureProperties.Add(prop.name); + } + + // Remove texture to reduce build size + prop.textureValue = null; + } + + continue; //Skip disabled properties + } + else + { + // Add stripped textures back + if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture && prop.textureValue == null && strippedTextureProperties.Contains(prop.name)) + { + prop.textureValue = defaultMaterial.GetTexture(prop.name); + strippedTextureProperties.Remove(prop.name); + } } } @@ -401,6 +425,10 @@ namespace SpriteShadersUltimate DisplayHint("- Fixes issues with tiling shaders."); DisplayHint("- This is only required on sprite sheets."); } + if (prop.name == "_ResizableTexture" && prop.floatValue > 0.5f) + { + DisplayHint("- Fixes inconsistencies with some effects when the texture's size is changed."); + } if (prop.name == "_PixelPerfectSpace" && prop.floatValue > 0.5f) { DisplayHint("- Snaps the shader space to the sprite's pixels."); @@ -1595,6 +1623,7 @@ namespace SpriteShadersUltimate } } + isEffectEnabled = isEnabled; return !isEnabled || isCollapsed; } @@ -1916,7 +1945,7 @@ namespace SpriteShadersUltimate public static bool IsKeyword(string propertyName) { - if (propertyName.StartsWith("_Toggle") || propertyName.EndsWith("Toggle") || propertyName.EndsWith("Invert") || propertyName == "PixelSnap" || propertyName == "_ShaderSpace" || propertyName == "_ShaderFading" || propertyName == "_BakedMaterial" || propertyName == "_SmokeVertexSeed" || propertyName == "_SpriteSheetFix" || propertyName == "_UseUIAlphaClip" || propertyName == "_IsText" || propertyName == "_IsTextMeshPro" || propertyName == "_TilingFix" || propertyName == "_ForceAlpha" || propertyName == "_VertexTintFirst" || propertyName == "_PixelPerfectSpace" || propertyName == "_PixelPerfectUV" || propertyName == "_WindLocalWind" || propertyName == "_WindHighQualityNoise" || propertyName == "_WindIsParallax" || propertyName == "_WindFlip" || propertyName == "_SquishFlip") + if (propertyName.StartsWith("_Toggle") || propertyName.EndsWith("Toggle") || propertyName.EndsWith("Invert") || propertyName == "PixelSnap" || propertyName == "_ShaderSpace" || propertyName == "_ShaderFading" || propertyName == "_BakedMaterial" || propertyName == "_SmokeVertexSeed" || propertyName == "_SpriteSheetFix" || propertyName == "_UseUIAlphaClip" || propertyName == "_IsText" || propertyName == "_IsTextMeshPro" || propertyName == "_ResizableTexture" || propertyName == "_TilingFix" || propertyName == "_ForceAlpha" || propertyName == "_VertexTintFirst" || propertyName == "_PixelPerfectSpace" || propertyName == "_PixelPerfectUV" || propertyName == "_WindLocalWind" || propertyName == "_WindHighQualityNoise" || propertyName == "_WindIsParallax" || propertyName == "_WindFlip" || propertyName == "_SquishFlip") { return true; } diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs.meta index ddd69685..32b52719 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs.meta index aade0b96..9aa4cde8 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs.meta index 482acbfc..63dddb35 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs.meta index 9212d559..caa05471 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs.meta index d89ca1bd..adb3a54d 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs.meta index c392ba96..392b76ef 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs.meta index b4c208bc..b7832e3e 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs.meta index def542a2..9511cb7e 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs.meta index 91d0fc78..834d6d65 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs.meta index c24e931d..967fe7e8 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs.meta index 939e817d..a3ff8844 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs.meta index 24faf29a..cbf4f411 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs.meta index 24a2f9e3..91f51901 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs.meta index de305549..81f9205c 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs index 10022dde..c61c75f1 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs @@ -1,3 +1,5 @@ +using System.Collections; +using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; @@ -6,24 +8,27 @@ namespace SpriteShadersUltimate [AddComponentMenu("Sprite Shaders Ultimate/Utility/Material Instancer SSU")] public class MaterialInstancerSSU : InstancerSSU { - private void Awake() + void Awake() { - var graphic = GetComponent(); - if (graphic != null) + Graphic graphic = GetComponent(); + if(graphic != null) { graphic.material = Instantiate(graphic.material); runtimeMaterial = graphic.materialForRendering; } - var renderer = GetComponent(); - if (renderer != null) + Renderer renderer = GetComponent(); + if(renderer != null) { - var materials = renderer.sharedMaterials; - for (var n = 0; n < materials.Length; n++) materials[n] = Instantiate(materials[n]); + Material[] materials = renderer.sharedMaterials; + for(int n = 0; n < materials.Length; n++) + { + materials[n] = Instantiate(materials[n]); + } renderer.materials = renderer.sharedMaterials = materials; runtimeMaterial = materials[0]; } } } -} \ No newline at end of file +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs.meta index 4d7c83d0..96bf9fc1 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs.meta index 3d1f3d90..dafcd5dd 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs.meta index 972c9719..28348455 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs.meta index eef5a0bc..53595164 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs.meta @@ -9,3 +9,10 @@ MonoImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader index a3eed870..f52be891 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader @@ -1,578 +1,577 @@ -// Made with Amplify Shader Editor v1.9.9.3 +// Made with Amplify Shader Editor v1.9.9.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/2D Lit URP SSU" { - Properties - { - [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) - [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 - _MainTex( "MainTex", 2D ) = "white" {} - _MaskMap( "Mask Map", 2D ) = "white" {} - _MaskBrightness( "Mask Brightness", Float ) = 1 - _NormalMap( "Normal Map", 2D ) = "bump" {} - _NormalIntensity( "Normal Intensity", Float ) = 1 - [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 - [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 - [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 - [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 - _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) - [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 - [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 - [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 - _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 - _ScreenWidthUnits( "Screen Width Units", Float ) = 10 - _RectWidth( "Rect Width", Float ) = 100 - _RectHeight( "Rect Height", Float ) = 100 - [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 - _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 - _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) - _FadingWidth( "Fading: Width", Float ) = 0.3 - _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 - _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - _FadingMask( "Fading: Mask", 2D ) = "white" {} - [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 - [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 - _TimeValue( "Time: Value", Float ) = 0 - [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 - _TimeSpeed( "Time: Speed", Float ) = 1 - [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 - _TimeFPS( "Time: FPS", Float ) = 5 - [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 - _TimeFrequency( "Time: Frequency", Float ) = 2 - _TimeRange( "Time: Range", Float ) = 0.5 - _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} - [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 - _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 - [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) - [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 - _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 - [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 - _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} - [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 - _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 - [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) - [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 - _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 - [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 - _AddColorMask( "Add Color: Mask", 2D ) = "white" {} - [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 - _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 - [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) - _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 - [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 - _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 - _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) - _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) - [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 - _Brightness( "Brightness", Float ) = 1 - [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 - _Contrast( "Contrast", Float ) = 1 - [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 - _Saturation( "Saturation", Float ) = 1 - [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 - _Hue( "Hue", Range( -1, 1 ) ) = 0 - [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 - _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 - [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 - _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} - [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 - _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 - [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 - _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} - [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 - _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 - [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) - _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 - [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 - _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) - _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) - _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) - [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 - _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} - _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) - [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 - [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 - _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 - [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) - _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 - [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 - _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) - _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) - _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) - [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 - _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} - _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) - [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 - [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 - _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 - [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) - _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 - _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 - [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 - _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} - _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) - [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 - [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 - _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 - _AddHueSpeed( "Add Hue: Speed", Float ) = 1 - _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 - _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 - _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 - [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 - _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} - [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 - _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 - [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) - [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) - _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 - _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 - [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 - _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 - [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 - _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 - [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) - _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 - _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 - _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) - _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 - _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) - _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 - [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 - _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 - [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) - _BlackTintPower( "Black Tint: Power", Float ) = 4 - [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 - _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 - [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) - _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 - _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 - _SineGlowMin( "Sine Glow: Min", Float ) = 0 - _SineGlowMax( "Sine Glow: Max", Float ) = 1 - [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 - _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} - [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 - _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 - [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) - [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) - _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 - _SplitToningBalance( "Split Toning: Balance", Float ) = 1 - _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 - [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 - _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 - _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) - [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) - _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 - _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 - _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 - [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 - _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 - [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 - _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 - [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) - _HologramContrast( "Hologram: Contrast", Float ) = 1 - _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 - _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 - _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 - _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 - _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 - _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 - _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 - _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 - [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 - _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 - _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 - _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) - _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) - _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 - _GlitchBrightness( "Glitch: Brightness", Float ) = 4 - _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) - _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) - _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) - _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) - _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) - [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 - _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 - [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) - _FrozenContrast( "Frozen: Contrast", Float ) = 2 - [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) - _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 - _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 - _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) - _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 - _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 - _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) - _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) - _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) - _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 - _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 - _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 - _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 - _RainbowContrast( "Rainbow: Contrast", Float ) = 1 - _RainbowSpeed( "Rainbow: Speed", Float ) = 1 - _RainbowDensity( "Rainbow: Density", Float ) = 0.5 - _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) - _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 - [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 - _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 - _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) - _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 - _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) - _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 - _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 - _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) - _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) - _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 - _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 - _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) - [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 - _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) - _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) - _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 - _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 - [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) - _MetalContrast( "Metal: Contrast", Float ) = 2 - [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) - _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 - _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 - _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) - _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) - _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) - _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 - [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} - [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 - _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 - [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) - _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 - _ShineContrast( "Shine: Contrast", Float ) = 2 - _ShineWidth( "Shine: Width", Float ) = 0.1 - _ShineSpeed( "Shine: Speed", Float ) = 5 - _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 - _ShineSmooth( "Shine: Smoothness", Float ) = 1 - _ShineFrequency( "Shine: Frequency", Float ) = 0.3 - [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 - [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} - [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 - _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 - _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) - _BurnRadius( "Burn: Radius", Float ) = 5 - [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) - _BurnWidth( "Burn: Width", Float ) = 0.1 - _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) - _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 - [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) - _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 - [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) - _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 - _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) - _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 - _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 - _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 - [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) - _PoisonDensity( "Poison: Density", Float ) = 3 - _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 - _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 - _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 - _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) - [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 - _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 - _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) - _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 - _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 - _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 - [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 - _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 - _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 - _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 - [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) - [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) - [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 - [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 - _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 - _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 - _ShiftingDensity( "Shifting: Density", Float ) = 1.5 - _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 - _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 - [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 - _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 - [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) - [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) - [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 - _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 - _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} - [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) - _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) - _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) - [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 - _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 - [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 - _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) - [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 - _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 - _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 - _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 - _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 - _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 - [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 - _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 - _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} - [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) - _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) - _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) - [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 - _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 - [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 - _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) - [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 - _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 - _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 - _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 - _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 - _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 - [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 - _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 - _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 - _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 - _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 - _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 - [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) - _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 - _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 - _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) - _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 - _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) - _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 - [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 - [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 - _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 - _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) - _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 - [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) - _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) - _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 - [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 - [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 - _HalftoneFade( "Halftone: Fade", Float ) = 1 - _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) - _HalftoneTiling( "Halftone: Tiling", Float ) = 4 - _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 - [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 - [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 - _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 - _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 - _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 - _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) - _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 - [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 - [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 - _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 - _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 - [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) - _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 - _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) - _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 - [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 - [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 - _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 - _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 - _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 - _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) - _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 - _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) - _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 - _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) - [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 - [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 - _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 - _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) - _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 - _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 - _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 - _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 - [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 - _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 - _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) - _SqueezePower( "Squeeze: Power", Float ) = 1 - _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 - _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 - _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) - _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) - _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) - _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 - [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} - [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 - _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) - [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 - _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 - _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 - _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 - _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 - _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 - _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 - _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 - _WiggleSpeed( "Wiggle: Speed", Float ) = 2 - _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 - _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 - [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 - [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 - _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) - _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 - _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 - _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) - _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) - [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 - _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 - _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) - [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 - _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 - _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 - _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 - _VibrateRotation( "Vibrate: Rotation", Float ) = 4 - [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 - _WindRotation( "Wind: Rotation", Float ) = 0 - _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 - _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 - _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 - _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 - [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 - _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 - _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 - _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 - _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 - [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 - [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 - _WindXPosition( "Wind: X Position", Float ) = 0 - _WindFlip( "Wind: Flip", Float ) = 0 - [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 - _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 - _SquishStretch( "Squish: Stretch", Float ) = 0.1 - _SquishSquish( "Squish: Squish", Float ) = 0.1 - _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 - [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 - _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 - _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 - [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 - _FlameBrightness( "Flame: Brightness", Float ) = 10 - _FlameSmooth( "Flame: Smooth", Float ) = 2 - _FlameRadius( "Flame: Radius", Float ) = 0.2 - _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) - _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 - _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 - _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) - [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 - _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 - _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 - [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 - _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 - _SharpenFactor( "Sharpen: Factor", Float ) = 4 - _SharpenOffset( "Sharpen: Offset", Float ) = 2 - [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 - [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 - _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 - _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 - _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 - _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 - _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 - [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 - [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 - _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} - _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 - _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) - _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 - _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 - [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 - _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) - _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) - _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 - [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 - _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) - _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) - _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 - [HideInInspector] _texcoord( "", 2D ) = "white" {} + Properties + { + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + _MainTex( "MainTex", 2D ) = "white" {} + _MaskMap( "Mask Map", 2D ) = "white" {} + _MaskBrightness( "Mask Brightness", Float ) = 1 + _NormalMap( "Normal Map", 2D ) = "bump" {} + _NormalIntensity( "Normal Intensity", Float ) = 1 + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} - [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} - } + } - SubShader - { - LOD 0 + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" } + + Cull Off + + HLSLINCLUDE + #pragma target 2.0 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + + ENDHLSL + + + Pass + { + Name "Sprite Lit" + Tags { "LightMode"="Universal2D" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 + #pragma multi_compile_instancing - Tags - { - "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" - } + #pragma vertex vert + #pragma fragment frag - Cull Off + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_vertex _ SKINNED_SPRITE - HLSLINCLUDE - #pragma target 2.0 - #pragma prefer_hlslcc gles - // ensure rendering platforms toggle list is visible - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" - ENDHLSL - - - Pass - { - Name "Sprite Lit" - Tags - { - "LightMode"="Universal2D" - } - - Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha - ZTest LEqual - ZWrite Off - Offset 0 , 0 - ColorMask RGBA - - - HLSLPROGRAM - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 - - - #pragma vertex vert - #pragma fragment frag - - #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE - - #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0 - #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1 - #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2 - #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3 + #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0 + #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1 + #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2 + #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3 #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL @@ -587,3750 +586,3235 @@ Shader "Sprite Shaders Ultimate/2D Lit URP SSU" #define VARYINGS_NEED_SCREENPOSITION #define FEATURES_GRAPH_VERTEX - #define SHADERPASS SHADERPASS_SPRITELIT - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - - #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" - - #if USE_SHAPE_LIGHT_TYPE_0 - SHAPE_LIGHT (0) - #endif - - #if USE_SHAPE_LIGHT_TYPE_1 - SHAPE_LIGHT (1) - #endif - - #if USE_SHAPE_LIGHT_TYPE_2 - SHAPE_LIGHT (2) - #endif - - #if USE_SHAPE_LIGHT_TYPE_3 - SHAPE_LIGHT (3) - #endif - - #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - sampler2D _MaskMap; - sampler2D _NormalMap; - - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPRedTint; - float4 _RecolorRGBYCPYellowTint; - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPCyanTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPPurpleTint; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - float4 _RecolorRGBGreenTint; - float4 _RecolorRGBRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - float4 _ShineColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - float4 _MetalColor; - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - float4 _CamouflageColorA; - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowMask_ST; - float4 _SineGlowColor; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnEdgeNoiseScale; - float2 _BurnPosition; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineTextureSpeed; - float2 _InnerOutlineNoiseSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineDistortionIntensity; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineNoiseScale; - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveOffset; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortTo; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - float2 _FrozenHighlightDistortionSpeed; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Offset; - float2 _TextureLayer2ScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - float2 _UVScalePivot; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; - float _RainbowSaturation; - float _RainbowBrightness; - float _RainbowContrast; - float _RainbowDensity; - #endif - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - float _FrozenHighlightDensity; - float _FrozenFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - int _TextureLayer2Columns; - int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - float _SourceAlphaDissolveNoiseFactor; - float _SourceAlphaDissolveFade; - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - float _ShineRotation; - float _ShineFrequency; - float _ShineSpeed; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - float _HalftoneInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedFade; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedReduce; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; - float _EnchantedBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeSmoothness; - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFrequency; - #endif - float _MaskBrightness; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - float _OuterOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueContrast; - float _AddHueSaturation; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceRange; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameRadius; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameNoiseFactor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - float _InkSpreadContrast; - #endif - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintFade; - float _BlackTintPower; - #endif - #ifdef _ENABLESPLITTONING_ON - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float _Brightness; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - #endif - float _NormalIntensity; - - - struct VertexInput - { - float3 positionOS : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float4 uv0 : TEXCOORD0; - float4 color : COLOR; - - UNITY_SKINNED_VERTEX_INPUTS - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct VertexOutput - { - float4 positionCS : SV_POSITION; - float4 texCoord0 : TEXCOORD0; - float4 color : TEXCOORD1; - float4 screenPosition : TEXCOORD2; - float3 positionWS : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; - float4 ase_texcoord5 : TEXCOORD5; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - #if ETC1_EXTERNAL_ALPHA - TEXTURE2D (_AlphaTex); SAMPLER (sampler_AlphaTex); - float _EnableAlphaTexture; - #endif - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11716(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11714(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11666(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11668(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11669(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11672(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11671(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11678(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11718(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11755(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11757(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11761(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11789(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11773(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11808(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11843(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11845(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11835(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11837(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11830(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11831(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11823(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11821(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11822(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11817(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11849(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11852(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11871(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11879(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11881(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11877(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11873(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11875(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - VertexOutput vert(VertexInput v) - { - VertexOutput o = (VertexOutput)0; - - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - UNITY_SKINNED_VERTEX_COMPUTE(v); - - v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = v.uv0.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11662 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11662 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11662 = spriteRectMax377; - float2 break9_g11662 = float2(0, 0); - float2 break8_g11662 = float2(1, 1); - float2 appendResult15_g11662 = (float2( - (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( - break10_g11662.x - break11_g11662.x)), - (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( - break10_g11662.y - break11_g11662.y)))); - float2 staticSwitch366 = appendResult15_g11662; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11897 = fixedUV475; - float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11900 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11663 = _TimeValue; - #else - float staticSwitch44_g11663 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11663 = UnscaledTime; - #else - float staticSwitch34_g11663 = staticSwitch44_g11663; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); - #else - float staticSwitch37_g11663 = staticSwitch34_g11663; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11663 = staticSwitch37_g11663; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11663 = staticSwitch38_g11663; - #endif - float shaderTime237 = staticSwitch42_g11663; - float temp_output_8_0_g11900 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11900); - #else - float2 staticSwitch4_g11900 = temp_output_2_0_g11900; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11901 = temp_output_8_0_g11900; - float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11901 * _VibrateRotation)); - float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900); - #else - float2 staticSwitch6_g11900 = staticSwitch4_g11900; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11900 = staticSwitch6_g11900; - #endif - float2 temp_output_424_0 = staticSwitch10_g11900; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); - float2 texCoord435 = v.uv0.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11664 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11664 = v.uv0.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11664 = temp_output_61_0_g11664; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11664 = (v.positionOS).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11664 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11664; - float linValue16_g11716 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), - 0, 0.0)).r; - float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); - float clampResult14_g11715 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / - temp_output_4_0_g11715), 0.0, 1.0); - float2 temp_output_27_0_g11713 = shaderPosition235; - float linValue16_g11714 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11713 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11713 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( - localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11715; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11713; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord4 = screenPos; - - o.ase_texcoord5 = float4(v.positionOS, 1); - o.ase_color = v.color; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.positionOS; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3(staticSwitch142, 0.0); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.positionOS = vertexValue; - #else - v.positionOS += vertexValue; - #endif - v.normal = v.normal; - v.tangent.xyz = v.tangent.xyz; - - VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); - - o.positionCS = vertexInput.positionCS; - o.positionWS = vertexInput.positionWS; - o.texCoord0 = v.uv0; - o.color = v.color; - o.screenPosition = vertexInput.positionNDC; - return o; - } - - half4 frag(VertexOutput IN) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); - - float4 positionCS = IN.positionCS; - float3 positionWS = IN.positionWS; - - float2 texCoord363 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = IN.ase_texcoord4; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11662 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11662 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11662 = spriteRectMax377; - float2 break9_g11662 = float2(0, 0); - float2 break8_g11662 = float2(1, 1); - float2 appendResult15_g11662 = (float2( - (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( - break10_g11662.x - break11_g11662.x)), - (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( - break10_g11662.y - break11_g11662.y)))); - float2 staticSwitch366 = appendResult15_g11662; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11665 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11666 = _WindMinIntensity; - #else - float staticSwitch117_g11666 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11666 = _WindMaxIntensity; - #else - float staticSwitch118_g11666 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11666 = _WindXPosition; - #else - float staticSwitch111_g11666 = transform62_g11666.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11666 = _WindNoiseScale; - #else - float staticSwitch113_g11666 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11663 = _TimeValue; - #else - float staticSwitch44_g11663 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11663 = UnscaledTime; - #else - float staticSwitch34_g11663 = staticSwitch44_g11663; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); - #else - float staticSwitch37_g11663 = staticSwitch34_g11663; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11663 = staticSwitch37_g11663; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11663 = staticSwitch38_g11663; - #endif - float shaderTime237 = staticSwitch42_g11663; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11666 = WindTime; - #endif - float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) + - staticSwitch125_g11666); - float x101_g11666 = temp_output_50_0_g11666; - float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666); - float2 temp_cast_0 = (temp_output_50_0_g11666).xx; - float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11666 = simplePerlin2D121_g11666; - #else - float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5); - #endif - float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666, - staticSwitch123_g11666); - float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; - float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip); - float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11666 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11666))); - float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666, - float3((appendResult27_g11666 + temp_output_1_0_g11666), 0.0), float3(0, 0, 1), - (clampResult29_g11666 * temp_output_39_0_g11666)); - float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; - #else - float2 staticSwitch4_g11665 = temp_output_3_0_g11665; - #endif - float2 texCoord435 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11664 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11664 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11664 = temp_output_61_0_g11664; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11664 = (IN.ase_texcoord5.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11664 = ((IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11664 = (positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11664; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11667 = shaderPosition235; - float linValue16_g11668 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668); - float linValue16_g11669 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669); - float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5), - (localMyCustomExpression16_g11669 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11665; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11670 = shaderPosition235; - float linValue16_g11672 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)) - .r; - float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672); - float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, - 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11672 - 0.5) - * 2.0 * - _DirectionalDistortionRandomDirection) - * PI)); - float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0), - float3(0, 0, 1), - (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); - float3 break130_g11670 = rotatedValue136_g11670; - float linValue16_g11671 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671); - float clampResult154_g11670 = clamp( - ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11675 = unity_OrthoParams.y; - float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 * - 0.2)) + positionWS.y) / temp_output_81_0_g11675); - float2 temp_cast_4 = (temp_output_8_0_g11675).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11675).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678); - float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11675 = (float2( - (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11673 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11673; - float linValue16_g11718 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) - * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * - shaderTime237)) - * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11719 = staticSwitch62; - float2 temp_output_26_0_g11719 = shaderPosition235; - float temp_output_25_0_g11719 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) * - _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729); - float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #else - float staticSwitch29_g11726 = _UVDistortFade; - #endif - float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 / - appendResult2_g11728) * staticSwitch29_g11726)); - #else - float2 staticSwitch5_g11719 = temp_output_1_0_g11719; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11725 = staticSwitch5_g11719; - float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11719 = staticSwitch5_g11719; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * (( - _SineRotateAngle / 360.0) * PI) * _SineRotateFade)); - float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; - #else - float2 staticSwitch9_g11719 = staticSwitch7_g11719; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11719 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; - #else - float2 staticSwitch16_g11719 = staticSwitch9_g11719; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719); - #else - float2 staticSwitch14_g11719 = staticSwitch16_g11719; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11721 = clamp( - (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) / - MultFactor30_g11721), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11719 = clampResult46_g11721; - #else - float2 staticSwitch4_g11719 = staticSwitch14_g11719; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11719 = staticSwitch4_g11719; - #endif - float2 temp_output_1_0_g11730 = staticSwitch24_g11719; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11730 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y); - #else - float staticSwitch18_g11730 = temp_output_7_0_g11730; - #endif - float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0)); - float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730); - #else - float2 staticSwitch13_g11730 = temp_output_1_0_g11730; - #endif - float2 temp_output_484_0 = staticSwitch13_g11730; - float2 texCoord131 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); - float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); - float clampResult14_g11715 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / - temp_output_4_0_g11715), 0.0, 1.0); - float2 temp_output_27_0_g11713 = shaderPosition235; - float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11713 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( - localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11715; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11713; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11731 = staticSwitch485; - float2 break11_g11731 = float2(0, 0); - float2 break10_g11731 = float2(1, 1); - float2 break9_g11731 = spriteRectMin376; - float2 break8_g11731 = spriteRectMax377; - float2 appendResult15_g11731 = (float2( - (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / ( - break10_g11731.x - break11_g11731.x)), - (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / ( - break10_g11731.y - break11_g11731.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11733 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11734 = _MainTex; - float4 textureTexelSize3_g11734 = _MainTex_TexelSize; - float2 uvs3_g11734 = temp_output_1_0_g11733; - float4 localtexturePointSmooth3_g11734 = texturePointSmooth( - tex3_g11734, textureTexelSize3_g11734, uvs3_g11734); - float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; - #else - float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11745 = temp_output_10_0_g11735; - float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0)); - float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747); - float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; - float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1))); - float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; - float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745)); - float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746); - float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; - float temp_output_2_0_g11736 = temp_output_10_0_g11735; - float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0)); - float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738); - float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1))); - float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; - float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736)); - float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737); - float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; - float temp_output_2_0_g11742 = temp_output_10_0_g11735; - float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0)); - float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744); - float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1))); - float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; - float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742)); - float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743); - float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; - float temp_output_2_0_g11739 = temp_output_10_0_g11735; - float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0)); - float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741); - float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1))); - float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; - float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739)); - float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740); - float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; - float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) + - tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + ( - tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) + - tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) + - tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + ( - tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) + - tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) + - tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + ( - tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) + - tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) + - tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D( - _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D( - _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625); - #else - float4 staticSwitch3_g11733 = staticSwitch8_g11733; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; - float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748); - float temp_output_2_0_g11749 = _SharpenOffset; - float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; - float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; - float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749)); - float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750); - float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; - float4 break22_g11748 = (tex2DNode4_g11748 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + - tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + ( - tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D( - _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0); - float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b, - clampResult23_g11748)); - float4 staticSwitch12_g11733 = appendResult24_g11748; - #else - float4 staticSwitch12_g11733 = staticSwitch3_g11733; - #endif - float4 temp_output_471_0 = staticSwitch12_g11733; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11752 = temp_output_471_0; - float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11752.a)); - float4 staticSwitch354 = appendResult8_g11752; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11753 = originalColor191; - float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float2 temp_output_7_0_g11753 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11755 = tex2D(_UberNoiseTexture, - (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11754) * - temp_cast_15)).r; - float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755); - float clampResult28_g11754 = clamp( - (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) - - distance(temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11754) * _SmokeDarkEdge)); - float4 appendResult31_g11754 = (float4(lerpResult34_g11754, - (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a))); - float4 staticSwitch2_g11753 = appendResult31_g11754; - #else - float4 staticSwitch2_g11753 = temp_output_1_0_g11753; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11756 = staticSwitch2_g11753; - float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; - float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756); - float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757); - float clampResult37_g11756 = clamp( - (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb, - (temp_output_1_0_g11756.a * pow(clampResult37_g11756, - (_CustomFadeSmoothness / max(tex2DNode3_g11756.r, 0.05))) * - _CustomFadeAlpha))); - float4 staticSwitch3_g11753 = appendResult13_g11756; - #else - float4 staticSwitch3_g11753 = staticSwitch2_g11753; - #endif - float4 temp_output_1_0_g11758 = staticSwitch3_g11753; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; - float2 appendResult4_g11759 = (float2(positionWS.x, positionWS.y)); - float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5); - float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759), - float2(0.5, 0.5)); - float4 appendResult42_g11759 = (float4( - ((temp_output_1_0_g11759).rgb * min( - (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)), - temp_output_1_0_g11759.a)); - float4 staticSwitch2_g11758 = appendResult42_g11759; - #else - float4 staticSwitch2_g11758 = temp_output_1_0_g11758; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11760 = finalUV146; - float linValue16_g11761 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761); - float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0)); - float temp_output_47_0_g11760 = max(_FlameRadius, 0.01); - float clampResult70_g11760 = clamp( - (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance( - temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness); - float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760, - temp_output_63_0_g11760, clampResult70_g11760)); - float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758); - #else - float4 staticSwitch6_g11758 = staticSwitch2_g11758; - #endif - float4 temp_output_3_0_g11762 = staticSwitch6_g11758; - float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; - float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0)); - float2 temp_output_1_0_g11762 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762); - #else - float4 staticSwitch81_g11794 = appendResult91_g11794; - #endif - float3 break82_g11794 = (staticSwitch81_g11794).xyz; - float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001); - float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + ( - _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z / - temp_output_84_0_g11794) * _RecolorRGBBlueTint)); - float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b)); - float4 break2_g11795 = temp_output_1_0_g11794; - float saferPower57_g11794 = abs( - ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + - break2_g11795.z) / 6.0)); - float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb, - (appendResult56_g11794 * pow( - saferPower57_g11794, (max(break71_g11794.a, 0.01) * 2.0))), - (staticSwitch81_g11794.w * _RecolorRGBFade)); - float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a)); - float4 staticSwitch43_g11762 = appendResult30_g11794; - #else - float4 staticSwitch43_g11762 = temp_output_3_0_g11762; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11792 = staticSwitch43_g11762; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762); - #else - float4 staticSwitch62_g11792 = temp_output_1_0_g11792; - #endif - float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb); - float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11792 = 0; - if (temp_output_43_0_g11792 >= 0.8333333) - ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.6666667) - ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11792 = ifLocalVar46_g11792; - float4 ifLocalVar47_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.3333333) - ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.1666667) - ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11792 = ifLocalVar47_g11792; - float4 ifLocalVar35_g11792 = 0; - if (temp_output_43_0_g11792 >= 0.5) - ifLocalVar35_g11792 = ifLocalVar44_g11792; - else - ifLocalVar35_g11792 = ifLocalVar45_g11792; - float4 break55_g11792 = ifLocalVar35_g11792; - float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b)); - float4 break2_g11793 = temp_output_1_0_g11792; - float saferPower57_g11792 = abs( - ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0)); - float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb, - (appendResult56_g11792 * pow(saferPower57_g11792, max((break55_g11792.a * 2.0), 0.01))), - (hsvTorgb33_g11792.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a)); - float4 staticSwitch9_g11762 = appendResult30_g11792; - #else - float4 staticSwitch9_g11762 = staticSwitch43_g11762; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11766 = staticSwitch9_g11762; - float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; - float3 In115_g11766 = temp_output_2_0_g11766; - float3 From115_g11766 = (_ColorReplaceFromColor).rgb; - float4 break2_g11767 = temp_output_1_0_g11766; - float3 To115_g11766 = (pow( - max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + - break2_g11767.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11766 = _ColorReplaceSmoothness; - float Range115_g11766 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( - In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766); - float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766, - _ColorReplaceFade); - float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a)); - float4 staticSwitch29_g11762 = appendResult4_g11766; - #else - float4 staticSwitch29_g11762 = staticSwitch9_g11762; - #endif - float4 temp_output_1_0_g11779 = staticSwitch29_g11762; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; - float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade); - float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a)); - float4 staticSwitch4_g11779 = appendResult8_g11779; - #else - float4 staticSwitch4_g11779 = temp_output_1_0_g11779; - #endif - float4 temp_output_57_0_g11762 = staticSwitch4_g11779; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11802 = (float4( - pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11802.a)); - float4 staticSwitch32_g11762 = appendResult4_g11802; - #else - float4 staticSwitch32_g11762 = temp_output_57_0_g11762; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11777 = staticSwitch32_g11762; - float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness), - temp_output_2_0_g11777.a)); - float4 staticSwitch33_g11762 = appendResult6_g11777; - #else - float4 staticSwitch33_g11762 = staticSwitch32_g11762; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11778 = staticSwitch33_g11762; - float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb); - float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y, - hsvTorgb1_g11778.z)); - float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a)); - float4 staticSwitch36_g11762 = appendResult8_g11778; - #else - float4 staticSwitch36_g11762 = staticSwitch33_g11762; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11796 = staticSwitch36_g11762; - float4 break2_g11797 = temp_output_1_0_g11796; - float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + - break2_g11797.y + break2_g11797.z) / 6.0); - float clampResult25_g11796 = clamp( - ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11796); - float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb, - (lerpResult6_g11796 * pow(max(temp_output_3_0_g11796, 0.0001), max(_SplitToningContrast, 0.0001))), - _SplitToningFade); - float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a)); - float4 staticSwitch30_g11762 = appendResult18_g11796; - #else - float4 staticSwitch30_g11762 = staticSwitch36_g11762; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11774 = staticSwitch30_g11762; - float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; - float4 break12_g11774 = temp_output_1_0_g11774; - float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774, - (temp_output_4_0_g11774 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max( - max(break12_g11774.r, break12_g11774.g), - break12_g11774.b), 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade); - float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a)); - float4 staticSwitch20_g11762 = appendResult11_g11774; - #else - float4 staticSwitch20_g11762 = staticSwitch30_g11762; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11788 = staticSwitch20_g11762; - float4 break2_g11790 = temp_output_1_0_g11788; - float2 temp_output_65_0_g11788 = shaderPosition235; - float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789); - float clampResult53_g11788 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + ( - localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11790.x + break2_g11790 - .x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z) - / 6.0), - 0.0001), max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11788)); - float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a)); - float4 staticSwitch17_g11762 = appendResult9_g11788; - #else - float4 staticSwitch17_g11762 = staticSwitch20_g11762; - #endif - float temp_output_39_0_g11762 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11780 = staticSwitch17_g11762; - float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb); - float3 hsvTorgb19_g11780 = HSVToRGB(float3( - ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y, - hsvTorgb15_g11780.z)); - float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch19_g11762 = appendResult6_g11780; - #else - float4 staticSwitch19_g11762 = staticSwitch17_g11762; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11784 = staticSwitch19_g11762; - float4 break2_g11786 = temp_output_1_0_g11784; - float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a)); - #else - float staticSwitch33_g11784 = _AddHueFade; - #endif - float4 appendResult6_g11784 = (float4( - ((hsvTorgb19_g11784 * pow( - max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + - break2_g11786.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb), - temp_output_1_0_g11784.a)); - float4 staticSwitch23_g11762 = appendResult6_g11784; - #else - float4 staticSwitch23_g11762 = staticSwitch19_g11762; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11781 = staticSwitch23_g11762; - float4 break2_g11782 = temp_output_1_0_g11781; - float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781. - a); - #else - float3 staticSwitch27_g11781 = temp_output_13_0_g11781; - #endif - float4 appendResult21_g11781 = (float4( - ((temp_output_1_0_g11781).rgb + (pow( - max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + - break2_g11782.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * ((( - sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11781.a)); - float4 staticSwitch28_g11762 = appendResult21_g11781; - #else - float4 staticSwitch28_g11762 = staticSwitch23_g11762; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11769 = staticSwitch28_g11762; - float4 break2_g11770 = temp_output_1_0_g11769; - float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + - break2_g11770.y + break2_g11770.z) / 6.0)).xxx; - float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation); - float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a)); - float4 staticSwitch38_g11762 = appendResult8_g11769; - #else - float4 staticSwitch38_g11762 = staticSwitch28_g11762; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11771 = staticSwitch38_g11762; - float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; - float temp_output_179_0_g11771 = temp_output_39_0_g11762; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed - * - temp_output_179_0_g11771)))).rgb * - temp_output_82_0_g11771); - #else - float3 staticSwitch187_g11771 = temp_output_82_0_g11771; - #endif - float linValue16_g11773 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11771) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11771 = float2(0, 0); - #endif - float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771); - float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772); - float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11771))).a, - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * - float2(0, 1)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + (( - _InnerOutlineWidth * - float2(0.705, 0.705)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * - float2(-0.705, -0.705)) * - temp_output_25_0_g11771))).a))); - float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771, - temp_output_178_0_g11771); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a); - #else - float staticSwitch188_g11771 = temp_output_15_0_g11771.a; - #endif - float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771)); - float4 staticSwitch12_g11762 = appendResult177_g11771; - #else - float4 staticSwitch12_g11762 = staticSwitch38_g11762; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11799 = staticSwitch12_g11762; - float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; - float temp_output_186_0_g11799 = temp_output_39_0_g11762; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed * - temp_output_186_0_g11799)))).rgb * - temp_output_82_0_g11799); - #else - float3 staticSwitch199_g11799 = temp_output_82_0_g11799; - #endif - float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11799 = 1.0; - #else - float staticSwitch203_g11799 = temp_output_182_0_g11799; - #endif - float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799, -staticSwitch203_g11799); - float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799, - staticSwitch203_g11799); - float linValue16_g11800 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11799 * - _OuterOutlineNoiseSpeed) + - temp_output_7_0_g11799) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11799 = float2(0, 0); - #endif - float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799); - float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801); - float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0, -1)) * temp_output_25_0_g11799))) - .a, - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(0, 1)) * temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(-0.705, 0.705)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + (( - _OuterOutlineWidth * - float2(-0.705, -0.705)) * - temp_output_25_0_g11799))).a) * 3.0), - 1.0), - _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799); - #else - float staticSwitch200_g11799 = lerpResult168_g11799; - #endif - float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799)); - float4 staticSwitch13_g11762 = appendResult174_g11799; - #else - float4 staticSwitch13_g11762 = staticSwitch12_g11762; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11776 = staticSwitch13_g11762; - float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11762)))).rgb * - temp_output_82_0_g11776); - #else - float3 staticSwitch199_g11776 = temp_output_82_0_g11776; - #endif - float temp_output_213_0_g11776 = (_PixelOutlineFade * step( - temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min( - (temp_output_213_0_g11776 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11776 = 1.0; - #else - float staticSwitch203_g11776 = temp_output_182_0_g11776; - #endif - float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776, - staticSwitch203_g11776); - float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776, - staticSwitch203_g11776); - float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776); - float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2( - 0, -1)) * - temp_output_209_0_g11776))).a, - tex2D(_MainTex, - (temp_output_7_0_g11776 + (( - _PixelOutlineWidth * float2(0, 1)) * - temp_output_209_0_g11776))).a), - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * - float2(-1, 0)) - * temp_output_209_0_g11776))).a), - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11776))).a) * 3.0), 1.0), - temp_output_213_0_g11776); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776); - #else - float staticSwitch200_g11776 = lerpResult168_g11776; - #endif - float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776)); - float4 staticSwitch48_g11762 = appendResult174_g11776; - #else - float4 staticSwitch48_g11762 = staticSwitch13_g11762; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / - 2.0)); - float4 temp_output_5_0_g11763 = staticSwitch48_g11762; - float4 break2_g11764 = temp_output_5_0_g11763; - float4 appendResult12_g11763 = (float4( - ((lerpResult15_g11763 * _PingPongGlowFade * pow( - max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + - break2_g11764.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb), - temp_output_5_0_g11763.a)); - float4 staticSwitch46_g11762 = appendResult12_g11763; - #else - float4 staticSwitch46_g11762 = staticSwitch48_g11762; - #endif - float4 temp_output_361_0 = staticSwitch46_g11762; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11804 = temp_output_361_0; - float4 break2_g11805 = temp_output_1_0_g11804; - float temp_output_44_0_g11804 = unity_OrthoParams.y; - float4 appendResult22_g11804 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805. - y + break2_g11805.z) / 6.0), 0.0001), - max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * 0.2)) + positionWS.y) / - temp_output_44_0_g11804) - * _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11804.a))); - float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11804; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11807 = staticSwitch56; - float4 break2_g11809 = temp_output_1_0_g11807; - float temp_output_34_0_g11807 = shaderTime237; - float linValue16_g11808 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * - temp_output_34_0_g11807)) * _GlitchNoiseScale)). - r; - float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808); - float3 hsvTorgb3_g11810 = HSVToRGB(float3( - (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb, - (((break2_g11809.x + break2_g11809.x + - break2_g11809.y + break2_g11809.y + - break2_g11809.y + - break2_g11809.z) / 6.0) * _GlitchBrightness * - hsvTorgb3_g11810), glitchFade152); - float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch57 = appendResult27_g11807; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11811 = staticSwitch57; - float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; - float2 temp_output_41_0_g11811 = shaderPosition235; - float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; - float temp_output_40_0_g11811 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11846 = tex2D(_UberNoiseTexture, -(((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + temp_output_99_0_g11841) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11841); - #else - float2 staticSwitch101_g11841 = temp_output_99_0_g11841; - #endif - float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843); - float clampResult52_g11841 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841), - clampResult52_g11841); - float linValue16_g11845 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11841 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845); - float clampResult65_g11841 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841), - clampResult65_g11841); - float4 break2_g11844 = temp_output_1_0_g11841; - float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb, - ((lerpResult68_g11841).rgb * pow( - max(((break2_g11844.x + break2_g11844.x + break2_g11844.y + - break2_g11844.y + break2_g11844. - y + break2_g11844.z) / 6.0), 0.0001), - max(_CamouflageContrast, 0.0001))), _CamouflageFade); - float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a)); - float4 staticSwitch26_g11811 = appendResult7_g11841; - #else - float4 staticSwitch26_g11811 = temp_output_3_0_g11811; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11834 = staticSwitch26_g11811; - float temp_output_59_0_g11834 = temp_output_40_0_g11811; - float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; - float linValue16_g11835 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11834) * - _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835); - float linValue16_g11837 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11834 * - _MetalNoiseSpeed) + temp_output_58_0_g11834)) * - _MetalNoiseScale)).r; - float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837); - float4 break2_g11836 = temp_output_1_0_g11834; - float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + - break2_g11836.y + break2_g11836.z) / 6.0); - float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a)); - #else - float staticSwitch60_g11834 = _MetalFade; - #endif - float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11834, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11834, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11834); - float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a)); - float4 staticSwitch28_g11811 = appendResult8_g11834; - #else - float4 staticSwitch28_g11811 = staticSwitch26_g11811; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11826 = staticSwitch28_g11811; - float4 break2_g11827 = temp_output_1_0_g11826; - float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + - break2_g11827.y + break2_g11827.z) / 6.0); - float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float temp_output_73_0_g11826 = temp_output_40_0_g11811; - float linValue16_g11830 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830); - float linValue16_g11831 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11830 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 * - _FrozenHighlightSpeed) + temp_output_72_0_g11826)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831); - float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb, - ((pow(max(temp_output_7_0_g11826, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11826, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11828), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11826, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a)); - float4 staticSwitch29_g11811 = appendResult26_g11826; - #else - float4 staticSwitch29_g11811 = staticSwitch28_g11811; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11820 = staticSwitch29_g11811; - float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; - float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0); - float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; - float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823); - float linValue16_g11821 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11820) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821); - float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0, - 1.0); - float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822); - float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + ( - localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0); - float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820, - (pow( - max(((break2_g11824.x + break2_g11824.x + break2_g11824.y + - break2_g11824.y + break2_g11824.y + break2_g11824.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11820) + (_BurnInsideColor).rgb)), - clampResult18_g11820); - float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820, - (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step( - 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a)); - float4 staticSwitch32_g11811 = appendResult43_g11820; - #else - float4 staticSwitch32_g11811 = staticSwitch29_g11811; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; - float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817); - float3 hsvTorgb3_g11819 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0, - 1.0)); - float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819); - float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation, - (hsvTorgb36_g11816.z * _RainbowBrightness))); - float4 temp_output_1_0_g11816 = staticSwitch32_g11811; - float4 break2_g11818 = temp_output_1_0_g11816; - float saferPower24_g11816 = abs( - ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + - break2_g11818.z) / 6.0)); - float4 appendResult29_g11816 = (float4( - ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a)); - float4 staticSwitch34_g11811 = appendResult29_g11816; - #else - float4 staticSwitch34_g11811 = staticSwitch32_g11811; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11812 = staticSwitch34_g11811; - float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; - float4 break2_g11814 = temp_output_1_0_g11812; - float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + - break2_g11814.y + break2_g11814.z) / 6.0)).xxx; - float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11811), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11812 = clamp( - (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a)); - #else - float staticSwitch98_g11812 = _ShineFade; - #endif - float4 appendResult8_g11812 = (float4( - (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 * - staticSwitch98_g11812)), (temp_output_1_0_g11812).a)); - float4 staticSwitch36_g11811 = appendResult8_g11812; - #else - float4 staticSwitch36_g11811 = staticSwitch34_g11811; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11847 = temp_output_40_0_g11811; - float linValue16_g11849 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) + - temp_output_41_0_g11811) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849); - float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11847 = staticSwitch36_g11811; - float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; - float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0); - float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847, - (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x + - break2_g11848.y + break2_g11848.y + break2_g11848.y + - break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11847 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847), - temp_output_1_0_g11847.a)); - float4 staticSwitch39_g11811 = appendResult27_g11847; - #else - float4 staticSwitch39_g11811 = staticSwitch36_g11811; - #endif - float4 temp_output_10_0_g11851 = staticSwitch39_g11811; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; - float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; - float temp_output_1_0_g11851 = temp_output_40_0_g11811; - float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed); - float linValue16_g11854 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float linValue16_g11852 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852); - float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852); - float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5); - float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11851); - float3 hsvTorgb53_g11851 = HSVToRGB(float3( - ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11851 = hsvTorgb53_g11851; - #else - float3 staticSwitch50_g11851 = lerpResult42_g11851; - #endif - float4 break2_g11853 = temp_output_10_0_g11851; - float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow( - max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + - break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851, - temp_output_45_0_g11851); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11851 = lerpResult44_g11851; - #else - float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 * - temp_output_45_0_g11851)); - #endif - float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a)); - float4 staticSwitch11_g11851 = appendResult19_g11851; - #else - float4 staticSwitch11_g11851 = temp_output_10_0_g11851; - #endif - float4 temp_output_1_0_g11856 = staticSwitch11_g11851; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11856 = temp_output_1_0_g11856; - float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b)); - float4 break2_g11857 = temp_output_1_0_g11856; - float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + - break2_g11857.y + break2_g11857.z) / 6.0); - float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11856 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11856 = hsvTorgb12_g11856; - #else - float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11856 = lerp(appendResult32_g11856, - (staticSwitch26_g11856 * pow( - max(temp_output_4_0_g11856, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a)); - float4 staticSwitch33_g11856 = appendResult6_g11856; - #else - float4 staticSwitch33_g11856 = temp_output_1_0_g11856; - #endif - float4 temp_output_5_0_g11863 = staticSwitch33_g11856; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11863 = temp_output_5_0_g11863; - float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b)); - float temp_output_27_0_g11863 = temp_output_40_0_g11811; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11863)); - #else - float2 staticSwitch73_g11863 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) - - staticSwitch73_g11863); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11864 = _TextureLayer1Columns; - int Height10_g11864 = _TextureLayer1Rows; - float Tile10_g11864 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame)); - float2 Invert10_g11864 = float2(0, 1); - float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( - UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; - #else - float2 staticSwitch20_g11863 = temp_output_72_0_g11863; - #endif - float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863); - float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b)); - float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863); - float4 break2_g11865 = temp_output_5_0_g11863; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11863 = (pow( - max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + - break2_g11865.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863); - #else - float3 staticSwitch80_g11863 = temp_output_16_0_g11863; - #endif - float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863, - (tex2DNode3_g11863.a * _TextureLayer1Fade)); - float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a)); - float4 staticSwitch15_g11863 = appendResult14_g11863; - #else - float4 staticSwitch15_g11863 = temp_output_5_0_g11863; - #endif - float4 temp_output_5_0_g11859 = staticSwitch15_g11863; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11859 = temp_output_5_0_g11859; - float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b)); - float temp_output_27_0_g11859 = temp_output_40_0_g11811; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11859)); - #else - float2 staticSwitch73_g11859 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) - - staticSwitch73_g11859); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11860 = _TextureLayer2Columns; - int Height10_g11860 = _TextureLayer2Rows; - float Tile10_g11860 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame)); - float2 Invert10_g11860 = float2(0, 1); - float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( - UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; - #else - float2 staticSwitch20_g11859 = temp_output_72_0_g11859; - #endif - float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859); - float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b)); - float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859); - float4 break2_g11861 = temp_output_5_0_g11859; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11859 = (pow( - max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + - break2_g11861.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859); - #else - float3 staticSwitch84_g11859 = temp_output_16_0_g11859; - #endif - float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859, - (tex2DNode3_g11859.a * _TextureLayer2Fade)); - float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a)); - float4 staticSwitch15_g11859 = appendResult14_g11859; - #else - float4 staticSwitch15_g11859 = temp_output_5_0_g11859; - #endif - float4 temp_output_473_0 = staticSwitch15_g11859; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11867 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b, - (break4_g11867.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11867; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11868 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11670)) - : (clampResult154_g11670)); - float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b, - (break4_g11868.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11868; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11869 = staticSwitch75; - float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11869 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11871 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871); - float clampResult17_g11870 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) / - temp_output_53_0_g11870), 0.0, 1.0); - float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb, - (temp_output_1_0_g11870.a * clampResult17_g11870))); - float4 staticSwitch3_g11869 = appendResult3_g11870; - #else - float4 staticSwitch3_g11869 = temp_output_1_0_g11869; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11879 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879); - float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; - float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade); - float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11878 = staticSwitch3_g11869; - float4 appendResult3_g11878 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step( - temp_output_5_0_g11878, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + ( - temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878))); - float4 staticSwitch5_g11869 = appendResult3_g11878; - #else - float4 staticSwitch5_g11869 = staticSwitch3_g11869; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11880 = staticSwitch5_g11869; - float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; - float linValue16_g11881 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881); - float clampResult17_g11880 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + ( - localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb, - (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11880)) - : (clampResult17_g11880))))); - float4 staticSwitch8_g11869 = appendResult3_g11880; - #else - float4 staticSwitch8_g11869 = staticSwitch5_g11869; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; - float linValue16_g11877 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877); - float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + ( - localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade); - float temp_output_76_0_g11876 = step(temp_output_65_0_g11876, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11876 = staticSwitch8_g11869; - float4 appendResult3_g11876 = (float4( - ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11876).rgb), - (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11876)) - : (temp_output_75_0_g11876))))); - float4 staticSwitch9_g11869 = appendResult3_g11876; - #else - float4 staticSwitch9_g11869 = staticSwitch8_g11869; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11872 = staticSwitch9_g11869; - float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; - float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11872 = rotatedValue136_g11872; - float linValue16_g11873 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873); - float clampResult154_g11872 = clamp( - ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb, - (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11872)) - : (clampResult154_g11872))))); - float4 staticSwitch11_g11869 = appendResult3_g11872; - #else - float4 staticSwitch11_g11869 = staticSwitch9_g11869; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; - float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11874 = rotatedValue136_g11874; - float linValue16_g11875 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875); - float temp_output_168_0_g11874 = max( - ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11874)) - : (temp_output_168_0_g11874))); - float4 temp_output_1_0_g11874 = staticSwitch11_g11869; - float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0); - float4 appendResult3_g11874 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11874)) - : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb), - (temp_output_1_0_g11874.a * clampResult154_g11874))); - float4 staticSwitch15_g11869 = appendResult3_g11874; - #else - float4 staticSwitch15_g11869 = staticSwitch11_g11869; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11882 = staticSwitch15_g11869; - float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; - float temp_output_121_0_g11882 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882)); - float temp_output_17_0_g11883 = length( - ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11883)); - float clampResult17_g11882 = clamp( - saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0); - float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb, - (temp_output_1_0_g11882.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11882)) - : (clampResult17_g11882))))); - float4 staticSwitch13_g11869 = appendResult3_g11882; - #else - float4 staticSwitch13_g11869 = staticSwitch15_g11869; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885. - a)); - #else - float3 staticSwitch16_g11885 = temp_output_3_0_g11885; - #endif - float4 temp_output_1_0_g11885 = staticSwitch13_g11869; - float4 break2_g11887 = temp_output_1_0_g11885; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow( - max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + - break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11885 = staticSwitch16_g11885; - #endif - float4 appendResult6_g11885 = (float4( - ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb), - temp_output_1_0_g11885.a)); - float4 staticSwitch5_g11884 = appendResult6_g11885; - #else - float4 staticSwitch5_g11884 = staticSwitch13_g11869; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11888 = staticSwitch5_g11884; - float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11888.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade)); - float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a)); - float4 staticSwitch11_g11884 = appendResult13_g11888; - #else - float4 staticSwitch11_g11884 = staticSwitch5_g11884; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11889 = staticSwitch11_g11884; - float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889. - a)); - #else - float3 staticSwitch21_g11889 = temp_output_6_0_g11889; - #endif - float4 break2_g11891 = temp_output_1_0_g11889; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11889 = (pow( - max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + - break2_g11891.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889); - #else - float3 staticSwitch22_g11889 = staticSwitch21_g11889; - #endif - float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade); - float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a)); - float4 staticSwitch7_g11884 = appendResult9_g11889; - #else - float4 staticSwitch7_g11884 = staticSwitch11_g11884; - #endif - float4 temp_output_2_0_g11892 = staticSwitch7_g11884; - #ifdef _ENABLESHADOW_ON - float4 break4_g11894 = temp_output_2_0_g11892; - float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b)); - float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11893) * - _ShadowOffset))).a))); - float4 break6_g11894 = appendResult85_g11892; - float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b)); - float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a); - float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894); - float4 appendResult18_g11894 = (float4( - (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * ( - 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894)); - float4 staticSwitch82_g11892 = appendResult18_g11894; - #else - float4 staticSwitch82_g11892 = temp_output_2_0_g11892; - #endif - float4 break4_g11895 = staticSwitch82_g11892; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11753 = 1.0; - #else - float staticSwitch8_g11753 = IN.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11753 = 1.0; - #else - float staticSwitch9_g11753 = staticSwitch8_g11753; - #endif - float customVertexAlpha193 = staticSwitch9_g11753; - float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b, - (break4_g11895.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11895; - float4 temp_output_1_0_g11898 = temp_output_344_0; - float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11898.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11898; - #endif - float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11905 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11905 = (float4( - ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a)); - float4 staticSwitch6_g11905 = appendResult2_g11905; - #else - float4 staticSwitch6_g11905 = temp_output_7_0_g11905; - #endif - - float2 temp_output_8_0_g11904 = finalUV146; - - float3 unpack14_g11904 = UnpackNormalScale(tex2D(_NormalMap, temp_output_8_0_g11904), _NormalIntensity); - unpack14_g11904.z = lerp(1, unpack14_g11904.z, saturate(_NormalIntensity)); - - float4 Color = staticSwitch6_g11905; - float4 Mask = (_MaskBrightness * tex2D(_MaskMap, temp_output_8_0_g11904)); - float3 Normal = unpack14_g11904; - - #if ETC1_EXTERNAL_ALPHA - float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy); - Color.a = lerp(Color.a, alpha.r, _EnableAlphaTexture); - #endif - - SurfaceData2D surfaceData; - InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData); - InputData2D inputData; - InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData); - SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); - return CombinedShapeLightShared(surfaceData, inputData); - - Color *= IN.color; - } - ENDHLSL - } - - - Pass - { - + #define SHADERPASS SHADERPASS_SPRITELIT + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" + + //#if USE_SHAPE_LIGHT_TYPE_0 + //SHAPE_LIGHT(0) + //#endif + + //#if USE_SHAPE_LIGHT_TYPE_1 + //SHAPE_LIGHT(1) + //#endif + + //#if USE_SHAPE_LIGHT_TYPE_2 + //SHAPE_LIGHT(2) + //#endif + + //#if USE_SHAPE_LIGHT_TYPE_3 + //SHAPE_LIGHT(3) + //#endif + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + sampler2D _MaskMap; + sampler2D _NormalMap; + + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPRedTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + float4 _ShineColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + float4 _MetalColor; + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + float4 _SineGlowColor; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + float2 _BurnPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineTextureSpeed; + float2 _InnerOutlineNoiseSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineDistortionIntensity; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2ScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + float _RainbowSaturation; + float _RainbowBrightness; + float _RainbowContrast; + float _RainbowDensity; + #endif + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + float _FrozenHighlightDensity; + float _FrozenFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + int _TextureLayer2Columns; + int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; + float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + float _ShineRotation; + float _ShineFrequency; + float _ShineSpeed; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedFade; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedReduce; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + float _EnchantedBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeSmoothness; + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFrequency; + #endif + float _MaskBrightness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + float _OuterOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueContrast; + float _AddHueSaturation; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceRange; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameNoiseFactor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + float _InkSpreadContrast; + #endif + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintFade; + float _BlackTintPower; + #endif + #ifdef _ENABLESPLITTONING_ON + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + #endif + float _NormalIntensity; + + + + struct VertexInput + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 uv0 : TEXCOORD0; + float4 color : COLOR; + + UNITY_SKINNED_VERTEX_INPUTS + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 texCoord0 : TEXCOORD0; + float4 color : TEXCOORD1; + float4 screenPosition : TEXCOORD2; + float3 positionWS : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #if ETC1_EXTERNAL_ALPHA + TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex); + float _EnableAlphaTexture; + #endif + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11757( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11755( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11666( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11668( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11762( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11763( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11792( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11815( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11799( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11862( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11864( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11858( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11850( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11844( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11879( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11891( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11887( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11898( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11906( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11908( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11904( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11900( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11902( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + VertexOutput vert( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SKINNED_VERTEX_COMPUTE(v); + + v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11923 = fixedUV475; + float2 appendResult72_g11923 = (float2(( _SquishStretch * ( break77_g11923.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11923.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11923 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11926 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11758 = _TimeValue; + #else + float staticSwitch44_g11758 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11758 = UnscaledTime; + #else + float staticSwitch34_g11758 = staticSwitch44_g11758; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed ); + #else + float staticSwitch37_g11758 = staticSwitch34_g11758; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11758 = staticSwitch37_g11758; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11758 = staticSwitch38_g11758; + #endif + float shaderTime237 = staticSwitch42_g11758; + float temp_output_8_0_g11926 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11926 = ( ( sin( ( temp_output_8_0_g11926 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11926 ); + #else + float2 staticSwitch4_g11926 = temp_output_2_0_g11926; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11927 = temp_output_8_0_g11926; + float3 rotatedValue21_g11927 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11927 * _VibrateRotation ) ); + float2 staticSwitch6_g11926 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11927 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11927).xy ) + staticSwitch4_g11926 ); + #else + float2 staticSwitch6_g11926 = staticSwitch4_g11926; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11926 = ( staticSwitch6_g11926 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11926 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11926 = staticSwitch6_g11926; + #endif + float2 temp_output_424_0 = staticSwitch10_g11926; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11753 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11759 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11759 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11759 = temp_output_61_0_g11759; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11759 = (v.positionOS).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11759 = ( (v.positionOS).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11759 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11759; + float linValue16_g11757 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11754 = shaderPosition235; + float linValue16_g11755 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11754 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11756; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11754; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord4 = screenPos; + + o.ase_texcoord5 = float4(v.positionOS,1); + o.ase_color = v.color; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS = vertexValue; + #else + v.positionOS += vertexValue; + #endif + v.normal = v.normal; + v.tangent.xyz = v.tangent.xyz; + + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); + + o.positionCS = vertexInput.positionCS; + o.positionWS = vertexInput.positionWS; + o.texCoord0 = v.uv0; + o.color = v.color; + o.screenPosition = vertexInput.positionNDC; + return o; + } + + half4 frag( VertexOutput IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + float4 positionCS = IN.positionCS; + float3 positionWS = IN.positionWS; + + float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord4; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11665 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11666 = _WindMinIntensity; + #else + float staticSwitch117_g11666 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11666 = _WindMaxIntensity; + #else + float staticSwitch118_g11666 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11666 = _WindXPosition; + #else + float staticSwitch111_g11666 = transform62_g11666.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11666 = _WindNoiseScale; + #else + float staticSwitch113_g11666 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11758 = _TimeValue; + #else + float staticSwitch44_g11758 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11758 = UnscaledTime; + #else + float staticSwitch34_g11758 = staticSwitch44_g11758; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed ); + #else + float staticSwitch37_g11758 = staticSwitch34_g11758; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11758 = staticSwitch37_g11758; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11758 = staticSwitch38_g11758; + #endif + float shaderTime237 = staticSwitch42_g11758; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11666 = WindTime; + #endif + float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 ); + float x101_g11666 = temp_output_50_0_g11666; + float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 ); + float2 temp_cast_0 = (temp_output_50_0_g11666).xx; + float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11666 = simplePerlin2D121_g11666; + #else + float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 ); + #endif + float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666); + float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; + float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip ); + float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 ))); + float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) ); + float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; + #else + float2 staticSwitch4_g11665 = temp_output_3_0_g11665; + #endif + float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11759 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11759 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11759 = temp_output_61_0_g11759; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11759 = (IN.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11759 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11759 = (positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11759; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11667 = shaderPosition235; + float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11665; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11670 = shaderPosition235; + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11670 = rotatedValue136_g11670; + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11760 = unity_OrthoParams.y; + float temp_output_8_0_g11760 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11760 * 0.2 ) ) + positionWS.y ) / temp_output_81_0_g11760 ); + float2 temp_cast_4 = (temp_output_8_0_g11760).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11762 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 ); + float clampResult75_g11760 = clamp( localMyCustomExpression16_g11762 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11760).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11763 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11763 = MyCustomExpression16_g11763( linValue16_g11763 ); + float2 appendResult10_g11761 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11761 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11761 = appendResult2_g11761; + #else + float2 staticSwitch9_g11761 = ( float2( 100,100 ) / appendResult10_g11761 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11760 = (float2(( ( ( clampResult75_g11760 * ( localMyCustomExpression16_g11763 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11761.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11760 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11673 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11673; + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11765 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11775 = staticSwitch62; + float2 temp_output_26_0_g11775 = shaderPosition235; + float temp_output_25_0_g11775 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11775 + ( _UVDistortSpeed * temp_output_25_0_g11775 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float2 lerpResult21_g11782 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11785); + float2 appendResult10_g11784 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11784 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11784 = appendResult2_g11784; + #else + float2 staticSwitch9_g11784 = ( float2( 100,100 ) / appendResult10_g11784 ); + #endif + float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11783 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11782 = ( _UVDistortFade * ( tex2DNode3_g11783.r * tex2DNode3_g11783.a ) ); + #else + float staticSwitch29_g11782 = _UVDistortFade; + #endif + float2 staticSwitch5_g11775 = ( temp_output_1_0_g11775 + ( lerpResult21_g11782 * staticSwitch9_g11784 * staticSwitch29_g11782 ) ); + #else + float2 staticSwitch5_g11775 = temp_output_1_0_g11775; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11781 = staticSwitch5_g11775; + float2 staticSwitch7_g11775 = ( temp_output_1_0_g11781 + ( ( temp_output_1_0_g11781 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11781 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11775 = staticSwitch5_g11775; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11780 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11775 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11775 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11775 = (rotatedValue36_g11780).xy; + #else + float2 staticSwitch9_g11775 = staticSwitch7_g11775; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11779 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11775 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11775 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11775 = (rotatedValue8_g11779).xy; + #else + float2 staticSwitch16_g11775 = staticSwitch9_g11775; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11775 = ( ( _UVScrollSpeed * temp_output_25_0_g11775 ) + staticSwitch16_g11775 ); + #else + float2 staticSwitch14_g11775 = staticSwitch16_g11775; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11777 = ( ( _PixelatePixelDensity * ( appendResult35_g11777 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11777 = clamp( ( floor( ( MultFactor30_g11777 * ( staticSwitch14_g11775 + ( float2( 0.5,0.5 ) / MultFactor30_g11777 ) ) ) ) / MultFactor30_g11777 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11775 = clampResult46_g11777; + #else + float2 staticSwitch4_g11775 = staticSwitch14_g11775; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11775 = ( ( ( staticSwitch4_g11775 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11775 = staticSwitch4_g11775; + #endif + float2 temp_output_1_0_g11786 = staticSwitch24_g11775; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11786 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11775.y + ( _WiggleSpeed * temp_output_25_0_g11775 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11786 = ( temp_output_7_0_g11786 * temp_output_1_0_g11786.y ); + #else + float staticSwitch18_g11786 = temp_output_7_0_g11786; + #endif + float2 appendResult12_g11786 = (float2(staticSwitch18_g11786 , 0.0)); + float2 staticSwitch13_g11786 = ( temp_output_1_0_g11786 + appendResult12_g11786 ); + #else + float2 staticSwitch13_g11786 = temp_output_1_0_g11786; + #endif + float2 temp_output_484_0 = staticSwitch13_g11786; + float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11753 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 ); + float linValue16_g11757 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11754 = shaderPosition235; + float linValue16_g11755 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11754 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11756; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11754; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11787 = staticSwitch485; + float2 break11_g11787 = float2( 0,0 ); + float2 break10_g11787 = float2( 1,1 ); + float2 break9_g11787 = spriteRectMin376; + float2 break8_g11787 = spriteRectMax377; + float2 appendResult15_g11787 = (float2( (break9_g11787.x + ( break14_g11787.x - break11_g11787.x ) * ( break8_g11787.x - break9_g11787.x ) / ( break10_g11787.x - break11_g11787.x ) ) , (break9_g11787.y + ( break14_g11787.y - break11_g11787.y ) * ( break8_g11787.y - break9_g11787.y ) / ( break10_g11787.y - break11_g11787.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11787 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11837 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11837 ) ) / appendResult7_g11837 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11733 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11734 = _MainTex; + float4 textureTexelSize3_g11734 = _MainTex_TexelSize; + float2 uvs3_g11734 = temp_output_1_0_g11733; + float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); + float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; + #else + float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11745 = temp_output_10_0_g11735; + float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); + float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; + float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; + float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); + float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float temp_output_2_0_g11736 = temp_output_10_0_g11735; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float temp_output_2_0_g11742 = temp_output_10_0_g11735; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11739 = temp_output_10_0_g11735; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11733 = staticSwitch8_g11733; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; + float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); + float temp_output_2_0_g11749 = _SharpenOffset; + float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; + float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; + float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); + float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); + float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; + float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); + float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); + float4 staticSwitch12_g11733 = appendResult24_g11748; + #else + float4 staticSwitch12_g11733 = staticSwitch3_g11733; + #endif + float4 temp_output_471_0 = staticSwitch12_g11733; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11752 = temp_output_471_0; + float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a)); + float4 staticSwitch354 = appendResult8_g11752; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11766 = originalColor191; + float4 temp_output_1_0_g11767 = temp_output_1_0_g11766; + float2 temp_output_7_0_g11766 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11767 = temp_output_7_0_g11766; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11767 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult28_g11767 = clamp( ( ( ( localMyCustomExpression16_g11768 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11767 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11767 = lerp( (temp_output_1_0_g11767).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11767 ) * _SmokeDarkEdge )); + float4 appendResult31_g11767 = (float4(lerpResult34_g11767 , ( clampResult28_g11767 * _SmokeAlpha * temp_output_1_0_g11767.a ))); + float4 staticSwitch2_g11766 = appendResult31_g11767; + #else + float4 staticSwitch2_g11766 = temp_output_1_0_g11766; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11769 = staticSwitch2_g11766; + float2 temp_output_57_0_g11769 = temp_output_7_0_g11766; + float4 tex2DNode3_g11769 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11769 ); + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11769 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + float clampResult37_g11769 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11769.r + ( localMyCustomExpression16_g11770 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11769 = (float4((temp_output_1_0_g11769).rgb , ( temp_output_1_0_g11769.a * pow( clampResult37_g11769 , ( _CustomFadeSmoothness / max( tex2DNode3_g11769.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11766 = appendResult13_g11769; + #else + float4 staticSwitch3_g11766 = staticSwitch2_g11766; + #endif + float4 temp_output_1_0_g11771 = staticSwitch3_g11766; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11772 = temp_output_1_0_g11771; + float2 appendResult4_g11772 = (float2(positionWS.x , positionWS.y)); + float2 temp_output_44_0_g11772 = ( appendResult4_g11772 * _CheckerboardTiling * 0.5 ); + float2 break12_g11772 = step( ( ceil( temp_output_44_0_g11772 ) - temp_output_44_0_g11772 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11772 = (float4(( (temp_output_1_0_g11772).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11772.x + break12_g11772.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11772.a)); + float4 staticSwitch2_g11771 = appendResult42_g11772; + #else + float4 staticSwitch2_g11771 = temp_output_1_0_g11771; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11773 = finalUV146; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11773 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float saferPower57_g11773 = abs( max( ( temp_output_75_0_g11773.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11773 = max( _FlameRadius , 0.01 ); + float clampResult70_g11773 = clamp( ( ( ( localMyCustomExpression16_g11774 * pow( saferPower57_g11773 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11773 - distance( temp_output_75_0_g11773 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11773 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11773 = ( clampResult70_g11773 * _FlameBrightness ); + float4 appendResult31_g11773 = (float4(temp_output_63_0_g11773 , temp_output_63_0_g11773 , temp_output_63_0_g11773 , clampResult70_g11773)); + float4 staticSwitch6_g11771 = ( appendResult31_g11773 * staticSwitch2_g11771 ); + #else + float4 staticSwitch6_g11771 = staticSwitch2_g11771; + #endif + float4 temp_output_3_0_g11788 = staticSwitch6_g11771; + float4 temp_output_1_0_g11820 = temp_output_3_0_g11788; + float4 appendResult91_g11820 = (float4((temp_output_1_0_g11820).rgb , 1.0)); + float2 temp_output_1_0_g11788 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11820 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11788 ); + #else + float4 staticSwitch81_g11820 = appendResult91_g11820; + #endif + float3 break82_g11820 = (staticSwitch81_g11820).xyz; + float temp_output_84_0_g11820 = max( ( break82_g11820.x + break82_g11820.y + break82_g11820.z ) , 0.001 ); + float4 break71_g11820 = ( ( _RecolorRGBRedTint * ( break82_g11820.x / temp_output_84_0_g11820 ) ) + ( _RecolorRGBGreenTint * ( break82_g11820.y / temp_output_84_0_g11820 ) ) + ( ( break82_g11820.z / temp_output_84_0_g11820 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11820 = (float3(break71_g11820.r , break71_g11820.g , break71_g11820.b)); + float4 break2_g11821 = temp_output_1_0_g11820; + float saferPower57_g11820 = abs( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) ); + float3 lerpResult26_g11820 = lerp( (temp_output_1_0_g11820).rgb , ( appendResult56_g11820 * pow( saferPower57_g11820 , ( max( break71_g11820.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11820.w * _RecolorRGBFade )); + float4 appendResult30_g11820 = (float4(lerpResult26_g11820 , temp_output_1_0_g11820.a)); + float4 staticSwitch43_g11788 = appendResult30_g11820; + #else + float4 staticSwitch43_g11788 = temp_output_3_0_g11788; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11818 = staticSwitch43_g11788; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11818 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11788 ); + #else + float4 staticSwitch62_g11818 = temp_output_1_0_g11818; + #endif + float3 hsvTorgb33_g11818 = RGBToHSV( staticSwitch62_g11818.rgb ); + float temp_output_43_0_g11818 = ( ( hsvTorgb33_g11818.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11818 = 0; + if( temp_output_43_0_g11818 >= 0.8333333 ) + ifLocalVar46_g11818 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11818 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.6666667 ) + ifLocalVar44_g11818 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11818 = ifLocalVar46_g11818; + float4 ifLocalVar47_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.3333333 ) + ifLocalVar47_g11818 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11818 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.1666667 ) + ifLocalVar45_g11818 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11818 = ifLocalVar47_g11818; + float4 ifLocalVar35_g11818 = 0; + if( temp_output_43_0_g11818 >= 0.5 ) + ifLocalVar35_g11818 = ifLocalVar44_g11818; + else + ifLocalVar35_g11818 = ifLocalVar45_g11818; + float4 break55_g11818 = ifLocalVar35_g11818; + float3 appendResult56_g11818 = (float3(break55_g11818.r , break55_g11818.g , break55_g11818.b)); + float4 break2_g11819 = temp_output_1_0_g11818; + float saferPower57_g11818 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) ); + float3 lerpResult26_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( appendResult56_g11818 * pow( saferPower57_g11818 , max( ( break55_g11818.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11818.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11818 = (float4(lerpResult26_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch9_g11788 = appendResult30_g11818; + #else + float4 staticSwitch9_g11788 = staticSwitch43_g11788; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11792 = staticSwitch9_g11788; + float3 temp_output_2_0_g11792 = (temp_output_1_0_g11792).rgb; + float3 In115_g11792 = temp_output_2_0_g11792; + float3 From115_g11792 = (_ColorReplaceFromColor).rgb; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 To115_g11792 = ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11792 = _ColorReplaceSmoothness; + float Range115_g11792 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11792 = MyCustomExpression115_g11792( In115_g11792 , From115_g11792 , To115_g11792 , Fuzziness115_g11792 , Range115_g11792 ); + float3 lerpResult112_g11792 = lerp( temp_output_2_0_g11792 , localMyCustomExpression115_g11792 , _ColorReplaceFade); + float4 appendResult4_g11792 = (float4(lerpResult112_g11792 , temp_output_1_0_g11792.a)); + float4 staticSwitch29_g11788 = appendResult4_g11792; + #else + float4 staticSwitch29_g11788 = staticSwitch9_g11788; + #endif + float4 temp_output_1_0_g11805 = staticSwitch29_g11788; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11805 = (temp_output_1_0_g11805).rgb; + float3 lerpResult3_g11805 = lerp( temp_output_9_0_g11805 , ( 1.0 - temp_output_9_0_g11805 ) , _NegativeFade); + float4 appendResult8_g11805 = (float4(lerpResult3_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch4_g11805 = appendResult8_g11805; + #else + float4 staticSwitch4_g11805 = temp_output_1_0_g11805; + #endif + float4 temp_output_57_0_g11788 = staticSwitch4_g11805; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11828 = temp_output_57_0_g11788; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11828 = (float4(pow( max( (temp_output_1_0_g11828).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11828.a)); + float4 staticSwitch32_g11788 = appendResult4_g11828; + #else + float4 staticSwitch32_g11788 = temp_output_57_0_g11788; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11803 = staticSwitch32_g11788; + float4 appendResult6_g11803 = (float4(( (temp_output_2_0_g11803).rgb * _Brightness ) , temp_output_2_0_g11803.a)); + float4 staticSwitch33_g11788 = appendResult6_g11803; + #else + float4 staticSwitch33_g11788 = staticSwitch32_g11788; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11804 = staticSwitch33_g11788; + float3 hsvTorgb1_g11804 = RGBToHSV( temp_output_2_0_g11804.rgb ); + float3 hsvTorgb3_g11804 = HSVToRGB( float3(( hsvTorgb1_g11804.x + _Hue ),hsvTorgb1_g11804.y,hsvTorgb1_g11804.z) ); + float4 appendResult8_g11804 = (float4(hsvTorgb3_g11804 , temp_output_2_0_g11804.a)); + float4 staticSwitch36_g11788 = appendResult8_g11804; + #else + float4 staticSwitch36_g11788 = staticSwitch33_g11788; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11822 = staticSwitch36_g11788; + float4 break2_g11823 = temp_output_1_0_g11822; + float temp_output_3_0_g11822 = ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ); + float clampResult25_g11822 = clamp( ( ( ( ( temp_output_3_0_g11822 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11822 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11822); + float3 lerpResult11_g11822 = lerp( (temp_output_1_0_g11822).rgb , ( lerpResult6_g11822 * pow( max( temp_output_3_0_g11822 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11822 = (float4(lerpResult11_g11822 , temp_output_1_0_g11822.a)); + float4 staticSwitch30_g11788 = appendResult18_g11822; + #else + float4 staticSwitch30_g11788 = staticSwitch36_g11788; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11800 = staticSwitch30_g11788; + float3 temp_output_4_0_g11800 = (temp_output_1_0_g11800).rgb; + float4 break12_g11800 = temp_output_1_0_g11800; + float3 lerpResult7_g11800 = lerp( temp_output_4_0_g11800 , ( temp_output_4_0_g11800 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11800.r , break12_g11800.g ) , break12_g11800.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11800 = lerp( temp_output_4_0_g11800 , lerpResult7_g11800 , _BlackTintFade); + float4 appendResult11_g11800 = (float4(lerpResult13_g11800 , break12_g11800.a)); + float4 staticSwitch20_g11788 = appendResult11_g11800; + #else + float4 staticSwitch20_g11788 = staticSwitch30_g11788; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11814 = staticSwitch20_g11788; + float4 break2_g11816 = temp_output_1_0_g11814; + float2 temp_output_65_0_g11814 = shaderPosition235; + float linValue16_g11815 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11814 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11815 = MyCustomExpression16_g11815( linValue16_g11815 ); + float clampResult53_g11814 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11814 ) ) + ( localMyCustomExpression16_g11815 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11814 = lerp( (temp_output_1_0_g11814).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11814 )); + float4 appendResult9_g11814 = (float4(lerpResult7_g11814 , (temp_output_1_0_g11814).a)); + float4 staticSwitch17_g11788 = appendResult9_g11814; + #else + float4 staticSwitch17_g11788 = staticSwitch20_g11788; + #endif + float temp_output_39_0_g11788 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11806 = staticSwitch17_g11788; + float3 hsvTorgb15_g11806 = RGBToHSV( (temp_output_1_0_g11806).rgb ); + float3 hsvTorgb19_g11806 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _ShiftHueSpeed ) + hsvTorgb15_g11806.x ),hsvTorgb15_g11806.y,hsvTorgb15_g11806.z) ); + float4 appendResult6_g11806 = (float4(hsvTorgb19_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch19_g11788 = appendResult6_g11806; + #else + float4 staticSwitch19_g11788 = staticSwitch17_g11788; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11810 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11810 = staticSwitch19_g11788; + float4 break2_g11812 = temp_output_1_0_g11810; + float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11811 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11810 = ( _AddHueFade * ( tex2DNode3_g11811.r * tex2DNode3_g11811.a ) ); + #else + float staticSwitch33_g11810 = _AddHueFade; + #endif + float4 appendResult6_g11810 = (float4(( ( hsvTorgb19_g11810 * pow( max( ( ( break2_g11812.x + break2_g11812.x + break2_g11812.y + break2_g11812.y + break2_g11812.y + break2_g11812.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11810 ) + (temp_output_1_0_g11810).rgb ) , temp_output_1_0_g11810.a)); + float4 staticSwitch23_g11788 = appendResult6_g11810; + #else + float4 staticSwitch23_g11788 = staticSwitch19_g11788; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11807 = staticSwitch23_g11788; + float4 break2_g11808 = temp_output_1_0_g11807; + float3 temp_output_13_0_g11807 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11807 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11807 = ( (tex2DNode30_g11807).rgb * temp_output_13_0_g11807 * tex2DNode30_g11807.a ); + #else + float3 staticSwitch27_g11807 = temp_output_13_0_g11807; + #endif + float4 appendResult21_g11807 = (float4(( (temp_output_1_0_g11807).rgb + ( pow( max( ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11807 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11788 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11807.a)); + float4 staticSwitch28_g11788 = appendResult21_g11807; + #else + float4 staticSwitch28_g11788 = staticSwitch23_g11788; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11795 = staticSwitch28_g11788; + float4 break2_g11796 = temp_output_1_0_g11795; + float3 temp_cast_46 = (( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 )).xxx; + float3 lerpResult5_g11795 = lerp( temp_cast_46 , (temp_output_1_0_g11795).rgb , _Saturation); + float4 appendResult8_g11795 = (float4(lerpResult5_g11795 , temp_output_1_0_g11795.a)); + float4 staticSwitch38_g11788 = appendResult8_g11795; + #else + float4 staticSwitch38_g11788 = staticSwitch28_g11788; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11797 = staticSwitch38_g11788; + float3 temp_output_82_0_g11797 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11797 = temp_output_1_0_g11788; + float temp_output_179_0_g11797 = temp_output_39_0_g11788; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11797 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11797 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11797 ) ) )).rgb * temp_output_82_0_g11797 ); + #else + float3 staticSwitch187_g11797 = temp_output_82_0_g11797; + #endif + float linValue16_g11799 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11797 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11797 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11799 = MyCustomExpression16_g11799( linValue16_g11799 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11797 = ( ( localMyCustomExpression16_g11799 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11797 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11797 = ( staticSwitch169_g11797 + temp_output_7_0_g11797 ); + float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11798 = appendResult2_g11798; + #else + float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 ); + #endif + float2 temp_output_25_0_g11797 = staticSwitch9_g11798; + float temp_output_178_0_g11797 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11797 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) ) ); + float3 lerpResult176_g11797 = lerp( (temp_output_15_0_g11797).rgb , staticSwitch187_g11797 , temp_output_178_0_g11797); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11797 = ( temp_output_178_0_g11797 * temp_output_15_0_g11797.a ); + #else + float staticSwitch188_g11797 = temp_output_15_0_g11797.a; + #endif + float4 appendResult177_g11797 = (float4(lerpResult176_g11797 , staticSwitch188_g11797)); + float4 staticSwitch12_g11788 = appendResult177_g11797; + #else + float4 staticSwitch12_g11788 = staticSwitch38_g11788; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11825 = staticSwitch12_g11788; + float3 temp_output_82_0_g11825 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11825 = temp_output_1_0_g11788; + float temp_output_186_0_g11825 = temp_output_39_0_g11788; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11825 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11825 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11825 ) ) )).rgb * temp_output_82_0_g11825 ); + #else + float3 staticSwitch199_g11825 = temp_output_82_0_g11825; + #endif + float temp_output_182_0_g11825 = ( ( 1.0 - temp_output_15_0_g11825.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11825 = 1.0; + #else + float staticSwitch203_g11825 = temp_output_182_0_g11825; + #endif + float3 lerpResult178_g11825 = lerp( (temp_output_15_0_g11825).rgb , staticSwitch199_g11825 , staticSwitch203_g11825); + float3 lerpResult170_g11825 = lerp( lerpResult178_g11825 , staticSwitch199_g11825 , staticSwitch203_g11825); + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11825 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11825 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11825 = ( ( localMyCustomExpression16_g11826 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11825 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11825 = ( staticSwitch157_g11825 + temp_output_7_0_g11825 ); + float2 appendResult10_g11827 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11827 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11827 = appendResult2_g11827; + #else + float2 staticSwitch9_g11827 = ( float2( 100,100 ) / appendResult10_g11827 ); + #endif + float2 temp_output_25_0_g11825 = staticSwitch9_g11827; + float lerpResult168_g11825 = lerp( temp_output_15_0_g11825.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11825 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11825 = ( temp_output_182_0_g11825 * lerpResult168_g11825 ); + #else + float staticSwitch200_g11825 = lerpResult168_g11825; + #endif + float4 appendResult174_g11825 = (float4(lerpResult170_g11825 , staticSwitch200_g11825)); + float4 staticSwitch13_g11788 = appendResult174_g11825; + #else + float4 staticSwitch13_g11788 = staticSwitch12_g11788; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11802 = staticSwitch13_g11788; + float3 temp_output_82_0_g11802 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11802 = temp_output_1_0_g11788; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11802 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11802 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11788 ) ) )).rgb * temp_output_82_0_g11802 ); + #else + float3 staticSwitch199_g11802 = temp_output_82_0_g11802; + #endif + float temp_output_213_0_g11802 = ( _PixelOutlineFade * step( temp_output_15_0_g11802.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11802 = ( ( 1.0 - temp_output_15_0_g11802.a ) * min( ( temp_output_213_0_g11802 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11802 = 1.0; + #else + float staticSwitch203_g11802 = temp_output_182_0_g11802; + #endif + float3 lerpResult178_g11802 = lerp( (temp_output_15_0_g11802).rgb , staticSwitch199_g11802 , staticSwitch203_g11802); + float3 lerpResult170_g11802 = lerp( lerpResult178_g11802 , staticSwitch199_g11802 , staticSwitch203_g11802); + float2 appendResult206_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11802 = ( float2( 1,1 ) / appendResult206_g11802 ); + float lerpResult168_g11802 = lerp( temp_output_15_0_g11802.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11802 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11802); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11802 = ( temp_output_182_0_g11802 * lerpResult168_g11802 ); + #else + float staticSwitch200_g11802 = lerpResult168_g11802; + #endif + float4 appendResult174_g11802 = (float4(lerpResult170_g11802 , staticSwitch200_g11802)); + float4 staticSwitch48_g11788 = appendResult174_g11802; + #else + float4 staticSwitch48_g11788 = staticSwitch13_g11788; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11789 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11788 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11789 = staticSwitch48_g11788; + float4 break2_g11790 = temp_output_5_0_g11789; + float4 appendResult12_g11789 = (float4(( ( lerpResult15_g11789 * _PingPongGlowFade * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11789).rgb ) , temp_output_5_0_g11789.a)); + float4 staticSwitch46_g11788 = appendResult12_g11789; + #else + float4 staticSwitch46_g11788 = staticSwitch48_g11788; + #endif + float4 temp_output_361_0 = staticSwitch46_g11788; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11830 = temp_output_361_0; + float4 break2_g11831 = temp_output_1_0_g11830; + float temp_output_44_0_g11830 = unity_OrthoParams.y; + float4 appendResult22_g11830 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11831.x + break2_g11831.x + break2_g11831.y + break2_g11831.y + break2_g11831.y + break2_g11831.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11830 * 0.2 ) ) + positionWS.y ) / temp_output_44_0_g11830 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11830.a ))); + float4 lerpResult37_g11830 = lerp( temp_output_1_0_g11830 , appendResult22_g11830 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11830; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11833 = staticSwitch56; + float4 break2_g11835 = temp_output_1_0_g11833; + float temp_output_34_0_g11833 = shaderTime237; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11833 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float3 hsvTorgb3_g11836 = HSVToRGB( float3(( localMyCustomExpression16_g11834 + ( temp_output_34_0_g11833 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11836 ) , glitchFade152); + float4 appendResult27_g11833 = (float4(lerpResult23_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch57 = appendResult27_g11833; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11838 = staticSwitch57; + float4 temp_output_1_0_g11868 = temp_output_3_0_g11838; + float2 temp_output_41_0_g11838 = shaderPosition235; + float2 temp_output_99_0_g11868 = temp_output_41_0_g11838; + float temp_output_40_0_g11838 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11838 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11868 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11868 = ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11868 ); + #else + float2 staticSwitch101_g11868 = temp_output_99_0_g11868; + #endif + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11868 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult52_g11868 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11870 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11868 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11868 ) , clampResult52_g11868); + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11868 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float clampResult65_g11868 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11872 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11868 = lerp( lerpResult55_g11868 , ( _CamouflageColorB * clampResult65_g11868 ) , clampResult65_g11868); + float4 break2_g11871 = temp_output_1_0_g11868; + float3 lerpResult4_g11868 = lerp( (temp_output_1_0_g11868).rgb , ( (lerpResult68_g11868).rgb * pow( max( ( ( break2_g11871.x + break2_g11871.x + break2_g11871.y + break2_g11871.y + break2_g11871.y + break2_g11871.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11868 = (float4(lerpResult4_g11868 , temp_output_1_0_g11868.a)); + float4 staticSwitch26_g11838 = appendResult7_g11868; + #else + float4 staticSwitch26_g11838 = temp_output_3_0_g11838; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11861 = staticSwitch26_g11838; + float temp_output_59_0_g11861 = temp_output_40_0_g11838; + float2 temp_output_58_0_g11861 = temp_output_41_0_g11838; + float linValue16_g11862 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11861 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11861 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11862 = MyCustomExpression16_g11862( linValue16_g11862 ); + float linValue16_g11864 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11862 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11861 * _MetalNoiseSpeed ) + temp_output_58_0_g11861 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11864 = MyCustomExpression16_g11864( linValue16_g11864 ); + float4 break2_g11863 = temp_output_1_0_g11861; + float temp_output_5_0_g11861 = ( ( break2_g11863.x + break2_g11863.x + break2_g11863.y + break2_g11863.y + break2_g11863.y + break2_g11863.z ) / 6.0 ); + float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11866 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11861 = ( _MetalFade * ( tex2DNode3_g11866.r * tex2DNode3_g11866.a ) ); + #else + float staticSwitch60_g11861 = _MetalFade; + #endif + float4 lerpResult45_g11861 = lerp( temp_output_1_0_g11861 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11864 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11861); + float4 appendResult8_g11861 = (float4((lerpResult45_g11861).rgb , (temp_output_1_0_g11861).a)); + float4 staticSwitch28_g11838 = appendResult8_g11861; + #else + float4 staticSwitch28_g11838 = staticSwitch26_g11838; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11853 = staticSwitch28_g11838; + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_7_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float2 temp_output_72_0_g11853 = temp_output_41_0_g11838; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11853 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float temp_output_73_0_g11853 = temp_output_40_0_g11838; + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11853 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11853 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11858 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11853 * _FrozenHighlightSpeed ) + temp_output_72_0_g11853 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11858 = MyCustomExpression16_g11858( linValue16_g11858 ); + float3 lerpResult57_g11853 = lerp( (temp_output_1_0_g11853).rgb , ( ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11855 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11858 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11853 = (float4(lerpResult57_g11853 , temp_output_1_0_g11853.a)); + float4 staticSwitch29_g11838 = appendResult26_g11853; + #else + float4 staticSwitch29_g11838 = staticSwitch28_g11838; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11847 = staticSwitch29_g11838; + float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; + float4 break2_g11851 = float4( temp_output_28_0_g11847 , 0.0 ); + float2 temp_output_72_0_g11847 = temp_output_41_0_g11838; + float linValue16_g11850 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11850 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11847 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float clampResult68_g11847 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11848 ) , 0.0 , 1.0 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_15_0_g11847 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11847 , _BurnPosition ) ) + ( localMyCustomExpression16_g11849 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11847 = clamp( temp_output_15_0_g11847 , 0.0 , 1.0 ); + float3 lerpResult29_g11847 = lerp( temp_output_28_0_g11847 , ( pow( max( ( ( break2_g11851.x + break2_g11851.x + break2_g11851.y + break2_g11851.y + break2_g11851.y + break2_g11851.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11847 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11847); + float3 lerpResult40_g11847 = lerp( temp_output_28_0_g11847 , ( lerpResult29_g11847 + ( ( step( temp_output_15_0_g11847 , 1.0 ) * step( 0.0 , temp_output_15_0_g11847 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11847 = (float4(lerpResult40_g11847 , temp_output_1_0_g11847.a)); + float4 staticSwitch32_g11838 = appendResult43_g11847; + #else + float4 staticSwitch32_g11838 = staticSwitch29_g11838; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11843 = temp_output_41_0_g11838; + float linValue16_g11844 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11843 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 ); + float3 hsvTorgb3_g11846 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11843 , _RainbowCenter ) + ( localMyCustomExpression16_g11844 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11838 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11843 = RGBToHSV( hsvTorgb3_g11846 ); + float3 hsvTorgb37_g11843 = HSVToRGB( float3(hsvTorgb36_g11843.x,_RainbowSaturation,( hsvTorgb36_g11843.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11843 = staticSwitch32_g11838; + float4 break2_g11845 = temp_output_1_0_g11843; + float saferPower24_g11843 = abs( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ); + float4 appendResult29_g11843 = (float4(( ( hsvTorgb37_g11843 * pow( saferPower24_g11843 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11843).rgb ) , temp_output_1_0_g11843.a)); + float4 staticSwitch34_g11838 = appendResult29_g11843; + #else + float4 staticSwitch34_g11838 = staticSwitch32_g11838; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11839 = staticSwitch34_g11838; + float3 temp_output_57_0_g11839 = (temp_output_1_0_g11839).rgb; + float4 break2_g11841 = temp_output_1_0_g11839; + float3 temp_cast_69 = (( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 )).xxx; + float3 lerpResult92_g11839 = lerp( temp_cast_69 , temp_output_57_0_g11839 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11839 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11838 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11839 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11839 = clamp( ( ( ( sin( ( rotatedValue69_g11839.x - ( temp_output_40_0_g11838 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11839 ) ) / temp_output_103_0_g11839 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11840 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11839 = ( _ShineFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) ); + #else + float staticSwitch98_g11839 = _ShineFade; + #endif + float4 appendResult8_g11839 = (float4(( temp_output_57_0_g11839 + ( ( pow( max( lerpResult92_g11839 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11839 * staticSwitch98_g11839 ) ) , (temp_output_1_0_g11839).a)); + float4 staticSwitch36_g11838 = appendResult8_g11839; + #else + float4 staticSwitch36_g11838 = staticSwitch34_g11838; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11874 = temp_output_40_0_g11838; + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11874 * _PoisonNoiseSpeed ) + temp_output_41_0_g11838 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float3 temp_output_24_0_g11874 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11874 = staticSwitch36_g11838; + float3 temp_output_28_0_g11874 = (temp_output_1_0_g11874).rgb; + float4 break2_g11875 = float4( temp_output_28_0_g11874 , 0.0 ); + float3 lerpResult32_g11874 = lerp( temp_output_28_0_g11874 , ( temp_output_24_0_g11874 * ( ( break2_g11875.x + break2_g11875.x + break2_g11875.y + break2_g11875.y + break2_g11875.y + break2_g11875.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11874 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11876 + ( temp_output_41_0_g11874 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11874 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11874 ) , temp_output_1_0_g11874.a)); + float4 staticSwitch39_g11838 = appendResult27_g11874; + #else + float4 staticSwitch39_g11838 = staticSwitch36_g11838; + #endif + float4 temp_output_10_0_g11878 = staticSwitch39_g11838; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11878 = (temp_output_10_0_g11878).rgb; + float2 temp_output_2_0_g11878 = temp_output_41_0_g11838; + float temp_output_1_0_g11878 = temp_output_40_0_g11838; + float2 temp_output_6_0_g11878 = ( temp_output_1_0_g11878 * _EnchantedSpeed ); + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11878 - ( ( temp_output_6_0_g11878 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float linValue16_g11879 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11878 + temp_output_2_0_g11878 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); + float temp_output_36_0_g11878 = ( localMyCustomExpression16_g11881 + localMyCustomExpression16_g11879 ); + float temp_output_43_0_g11878 = ( temp_output_36_0_g11878 * 0.5 ); + float3 lerpResult42_g11878 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11878); + float3 hsvTorgb53_g11878 = HSVToRGB( float3(( ( temp_output_43_0_g11878 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11878 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11878 = hsvTorgb53_g11878; + #else + float3 staticSwitch50_g11878 = lerpResult42_g11878; + #endif + float4 break2_g11880 = temp_output_10_0_g11878; + float3 temp_output_40_0_g11878 = ( staticSwitch50_g11878 * pow( max( ( ( break2_g11880.x + break2_g11880.x + break2_g11880.y + break2_g11880.y + break2_g11880.y + break2_g11880.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11878 = ( max( ( temp_output_36_0_g11878 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11878 = lerp( temp_output_12_0_g11878 , temp_output_40_0_g11878 , temp_output_45_0_g11878); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11878 = lerpResult44_g11878; + #else + float3 staticSwitch47_g11878 = ( temp_output_12_0_g11878 + ( temp_output_40_0_g11878 * temp_output_45_0_g11878 ) ); + #endif + float4 appendResult19_g11878 = (float4(staticSwitch47_g11878 , temp_output_10_0_g11878.a)); + float4 staticSwitch11_g11878 = appendResult19_g11878; + #else + float4 staticSwitch11_g11878 = temp_output_10_0_g11878; + #endif + float4 temp_output_1_0_g11883 = staticSwitch11_g11878; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11883 = temp_output_1_0_g11883; + float3 appendResult32_g11883 = (float3(break5_g11883.r , break5_g11883.g , break5_g11883.b)); + float4 break2_g11884 = temp_output_1_0_g11883; + float temp_output_4_0_g11883 = ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ); + float temp_output_11_0_g11883 = ( ( ( temp_output_4_0_g11883 + ( temp_output_40_0_g11838 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11883 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11883 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11883 = HSVToRGB( float3(temp_output_11_0_g11883,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11883 = hsvTorgb12_g11883; + #else + float3 staticSwitch26_g11883 = ( lerpResult20_g11883 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11883 = lerp( appendResult32_g11883 , ( staticSwitch26_g11883 * pow( max( temp_output_4_0_g11883 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11883 = (float4(lerpResult31_g11883 , break5_g11883.a)); + float4 staticSwitch33_g11883 = appendResult6_g11883; + #else + float4 staticSwitch33_g11883 = temp_output_1_0_g11883; + #endif + float4 temp_output_5_0_g11890 = staticSwitch33_g11883; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11890 = temp_output_5_0_g11890; + float3 appendResult11_g11890 = (float3(break6_g11890.r , break6_g11890.g , break6_g11890.b)); + float temp_output_27_0_g11890 = temp_output_40_0_g11838; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11890 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11890 ) ); + #else + float2 staticSwitch73_g11890 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11890 = ( ( _TextureLayer1Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11890 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11891 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11890 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11891 = _TextureLayer1Columns; + int Height10_g11891 = _TextureLayer1Rows; + float Tile10_g11891 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11890 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11891 = float2( 0,1 ); + float2 localMyCustomExpression10_g11891 = MyCustomExpression10_g11891( UV10_g11891 , Width10_g11891 , Height10_g11891 , Tile10_g11891 , Invert10_g11891 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11890 = localMyCustomExpression10_g11891; + #else + float2 staticSwitch20_g11890 = temp_output_72_0_g11890; + #endif + float4 tex2DNode3_g11890 = tex2D( _TextureLayer1Texture, staticSwitch20_g11890 ); + float3 appendResult13_g11890 = (float3(tex2DNode3_g11890.r , tex2DNode3_g11890.g , tex2DNode3_g11890.b)); + float3 appendResult18_g11890 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11890 = ( appendResult13_g11890 * appendResult18_g11890 ); + float4 break2_g11892 = temp_output_5_0_g11890; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11890 ); + #else + float3 staticSwitch80_g11890 = temp_output_16_0_g11890; + #endif + float3 lerpResult12_g11890 = lerp( appendResult11_g11890 , staticSwitch80_g11890 , ( tex2DNode3_g11890.a * _TextureLayer1Fade )); + float4 appendResult14_g11890 = (float4(lerpResult12_g11890 , break6_g11890.a)); + float4 staticSwitch15_g11890 = appendResult14_g11890; + #else + float4 staticSwitch15_g11890 = temp_output_5_0_g11890; + #endif + float4 temp_output_5_0_g11886 = staticSwitch15_g11890; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11886 = temp_output_5_0_g11886; + float3 appendResult11_g11886 = (float3(break6_g11886.r , break6_g11886.g , break6_g11886.b)); + float temp_output_27_0_g11886 = temp_output_40_0_g11838; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11886 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11886 ) ); + #else + float2 staticSwitch73_g11886 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11886 = ( ( _TextureLayer2Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11886 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11887 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11886 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11887 = _TextureLayer2Columns; + int Height10_g11887 = _TextureLayer2Rows; + float Tile10_g11887 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11886 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11887 = float2( 0,1 ); + float2 localMyCustomExpression10_g11887 = MyCustomExpression10_g11887( UV10_g11887 , Width10_g11887 , Height10_g11887 , Tile10_g11887 , Invert10_g11887 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11886 = localMyCustomExpression10_g11887; + #else + float2 staticSwitch20_g11886 = temp_output_72_0_g11886; + #endif + float4 tex2DNode3_g11886 = tex2D( _TextureLayer2Texture, staticSwitch20_g11886 ); + float3 appendResult13_g11886 = (float3(tex2DNode3_g11886.r , tex2DNode3_g11886.g , tex2DNode3_g11886.b)); + float3 appendResult18_g11886 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11886 = ( appendResult13_g11886 * appendResult18_g11886 ); + float4 break2_g11888 = temp_output_5_0_g11886; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11886 ); + #else + float3 staticSwitch84_g11886 = temp_output_16_0_g11886; + #endif + float3 lerpResult12_g11886 = lerp( appendResult11_g11886 , staticSwitch84_g11886 , ( tex2DNode3_g11886.a * _TextureLayer2Fade )); + float4 appendResult14_g11886 = (float4(lerpResult12_g11886 , break6_g11886.a)); + float4 staticSwitch15_g11886 = appendResult14_g11886; + #else + float4 staticSwitch15_g11886 = temp_output_5_0_g11886; + #endif + float4 temp_output_473_0 = staticSwitch15_g11886; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11894 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11894 = (float4(break4_g11894.r , break4_g11894.g , break4_g11894.b , ( break4_g11894.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11894; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11895 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )); + float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11895; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11896 = staticSwitch75; + float4 temp_output_1_0_g11897 = temp_output_1_0_g11896; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11897 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11896 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 ); + float clampResult17_g11897 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11897 ) ) - localMyCustomExpression16_g11898 ) / temp_output_53_0_g11897 ) , 0.0 , 1.0 ); + float4 appendResult3_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * clampResult17_g11897 ))); + float4 staticSwitch3_g11896 = appendResult3_g11897; + #else + float4 staticSwitch3_g11896 = temp_output_1_0_g11896; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11906 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11906 = MyCustomExpression16_g11906( linValue16_g11906 ); + float temp_output_5_0_g11905 = localMyCustomExpression16_g11906; + float temp_output_61_0_g11905 = step( temp_output_5_0_g11905 , _FullGlowDissolveFade ); + float temp_output_53_0_g11905 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11905 = staticSwitch3_g11896; + float4 appendResult3_g11905 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11905 - step( temp_output_5_0_g11905 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11905 ) ) - temp_output_53_0_g11905 ) ) ) ) + (temp_output_1_0_g11905).rgb ) , ( temp_output_1_0_g11905.a * temp_output_61_0_g11905 ))); + float4 staticSwitch5_g11896 = appendResult3_g11905; + #else + float4 staticSwitch5_g11896 = staticSwitch3_g11896; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11907 = staticSwitch5_g11896; + float2 temp_output_76_0_g11907 = temp_output_18_0_g11896; + float linValue16_g11908 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11907 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11908 = MyCustomExpression16_g11908( linValue16_g11908 ); + float clampResult17_g11907 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11907 ) + ( localMyCustomExpression16_g11908 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11907 = (float4((temp_output_1_0_g11907).rgb , ( temp_output_1_0_g11907.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11907 ) ):( clampResult17_g11907 )) ))); + float4 staticSwitch8_g11896 = appendResult3_g11907; + #else + float4 staticSwitch8_g11896 = staticSwitch5_g11896; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11903 = temp_output_18_0_g11896; + float linValue16_g11904 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11903 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11904 = MyCustomExpression16_g11904( linValue16_g11904 ); + float temp_output_65_0_g11903 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11903 ) + ( localMyCustomExpression16_g11904 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11903 = step( temp_output_65_0_g11903 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11903 = step( temp_output_65_0_g11903 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11903 = staticSwitch8_g11896; + float4 appendResult3_g11903 = (float4(( ( max( ( temp_output_75_0_g11903 - temp_output_76_0_g11903 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11903).rgb ) , ( temp_output_1_0_g11903.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11903 ) ):( temp_output_75_0_g11903 )) ))); + float4 staticSwitch9_g11896 = appendResult3_g11903; + #else + float4 staticSwitch9_g11896 = staticSwitch8_g11896; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11899 = staticSwitch9_g11896; + float2 temp_output_161_0_g11899 = temp_output_18_0_g11896; + float3 rotatedValue136_g11899 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11899 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11899 = rotatedValue136_g11899; + float linValue16_g11900 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11899 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11900 = MyCustomExpression16_g11900( linValue16_g11900 ); + float clampResult154_g11899 = clamp( ( ( break130_g11899.x + break130_g11899.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11900 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11899 = (float4((temp_output_1_0_g11899).rgb , ( temp_output_1_0_g11899.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11899 ) ):( clampResult154_g11899 )) ))); + float4 staticSwitch11_g11896 = appendResult3_g11899; + #else + float4 staticSwitch11_g11896 = staticSwitch9_g11896; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11901 = temp_output_18_0_g11896; + float3 rotatedValue136_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11901 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11901 = rotatedValue136_g11901; + float linValue16_g11902 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11901 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 ); + float temp_output_168_0_g11901 = max( ( ( break130_g11901.x + break130_g11901.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11902 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11901 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ); + float4 temp_output_1_0_g11901 = staticSwitch11_g11896; + float clampResult154_g11901 = clamp( temp_output_161_0_g11901 , 0.0 , 1.0 ); + float4 appendResult3_g11901 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11901 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ) ) ) + (temp_output_1_0_g11901).rgb ) , ( temp_output_1_0_g11901.a * clampResult154_g11901 ))); + float4 staticSwitch15_g11896 = appendResult3_g11901; + #else + float4 staticSwitch15_g11896 = staticSwitch11_g11896; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11909 = staticSwitch15_g11896; + float2 temp_output_126_0_g11909 = temp_output_18_0_g11896; + float temp_output_121_0_g11909 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11909 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11910 = (float2(temp_output_121_0_g11909 , temp_output_121_0_g11909)); + float temp_output_17_0_g11910 = length( ( (( ( abs( temp_output_126_0_g11909 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11910 ) ); + float clampResult17_g11909 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11910 ) / fwidth( temp_output_17_0_g11910 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11909 = (float4((temp_output_1_0_g11909).rgb , ( temp_output_1_0_g11909.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11909 ) ):( clampResult17_g11909 )) ))); + float4 staticSwitch13_g11896 = appendResult3_g11909; + #else + float4 staticSwitch13_g11896 = staticSwitch15_g11896; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11912 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11912 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11912 = ( temp_output_3_0_g11912 * ( (tex2DNode19_g11912).rgb * tex2DNode19_g11912.a ) ); + #else + float3 staticSwitch16_g11912 = temp_output_3_0_g11912; + #endif + float4 temp_output_1_0_g11912 = staticSwitch13_g11896; + float4 break2_g11914 = temp_output_1_0_g11912; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11912 = ( staticSwitch16_g11912 * pow( max( ( ( break2_g11914.x + break2_g11914.x + break2_g11914.y + break2_g11914.y + break2_g11914.y + break2_g11914.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11912 = staticSwitch16_g11912; + #endif + float4 appendResult6_g11912 = (float4(( ( staticSwitch17_g11912 * _AddColorFade ) + (temp_output_1_0_g11912).rgb ) , temp_output_1_0_g11912.a)); + float4 staticSwitch5_g11911 = appendResult6_g11912; + #else + float4 staticSwitch5_g11911 = staticSwitch13_g11896; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11915 = staticSwitch5_g11911; + float3 lerpResult4_g11915 = lerp( (temp_output_1_0_g11915).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11915.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11915.a ) * _AlphaTintFade )); + float4 appendResult13_g11915 = (float4(lerpResult4_g11915 , temp_output_1_0_g11915.a)); + float4 staticSwitch11_g11911 = appendResult13_g11915; + #else + float4 staticSwitch11_g11911 = staticSwitch5_g11911; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11916 = staticSwitch11_g11911; + float3 temp_output_6_0_g11916 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11916 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11916 = ( temp_output_6_0_g11916 * ( (tex2DNode23_g11916).rgb * tex2DNode23_g11916.a ) ); + #else + float3 staticSwitch21_g11916 = temp_output_6_0_g11916; + #endif + float4 break2_g11918 = temp_output_1_0_g11916; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11916 = ( pow( max( ( ( break2_g11918.x + break2_g11918.x + break2_g11918.y + break2_g11918.y + break2_g11918.y + break2_g11918.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11916 ); + #else + float3 staticSwitch22_g11916 = staticSwitch21_g11916; + #endif + float3 lerpResult7_g11916 = lerp( (temp_output_1_0_g11916).rgb , staticSwitch22_g11916 , _StrongTintFade); + float4 appendResult9_g11916 = (float4(lerpResult7_g11916 , (temp_output_1_0_g11916).a)); + float4 staticSwitch7_g11911 = appendResult9_g11916; + #else + float4 staticSwitch7_g11911 = staticSwitch11_g11911; + #endif + float4 temp_output_2_0_g11919 = staticSwitch7_g11911; + #ifdef _ENABLESHADOW_ON + float4 break4_g11921 = temp_output_2_0_g11919; + float3 appendResult5_g11921 = (float3(break4_g11921.r , break4_g11921.g , break4_g11921.b)); + float2 appendResult10_g11920 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11920 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11920 = appendResult2_g11920; + #else + float2 staticSwitch9_g11920 = ( float2( 100,100 ) / appendResult10_g11920 ); + #endif + float4 appendResult85_g11919 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11920 * _ShadowOffset ) ) ).a ))); + float4 break6_g11921 = appendResult85_g11919; + float3 appendResult7_g11921 = (float3(break6_g11921.r , break6_g11921.g , break6_g11921.b)); + float temp_output_11_0_g11921 = ( ( 1.0 - break4_g11921.a ) * break6_g11921.a ); + float temp_output_32_0_g11921 = ( break4_g11921.a + temp_output_11_0_g11921 ); + float4 appendResult18_g11921 = (float4(( ( ( appendResult5_g11921 * break4_g11921.a ) + ( appendResult7_g11921 * temp_output_11_0_g11921 ) ) * ( 1.0 / max( temp_output_32_0_g11921 , 0.01 ) ) ) , temp_output_32_0_g11921)); + float4 staticSwitch82_g11919 = appendResult18_g11921; + #else + float4 staticSwitch82_g11919 = temp_output_2_0_g11919; + #endif + float4 break4_g11922 = staticSwitch82_g11919; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11766 = 1.0; + #else + float staticSwitch8_g11766 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11766 = 1.0; + #else + float staticSwitch9_g11766 = staticSwitch8_g11766; + #endif + float customVertexAlpha193 = staticSwitch9_g11766; + float4 appendResult5_g11922 = (float4(break4_g11922.r , break4_g11922.g , break4_g11922.b , ( break4_g11922.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11922; + float4 temp_output_1_0_g11924 = temp_output_344_0; + float4 appendResult8_g11924 = (float4(( (temp_output_1_0_g11924).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11924.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11924; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11931 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11931 = (float4(( (temp_output_7_0_g11931).rgb / max( temp_output_7_0_g11931.a , 1E-05 ) ) , temp_output_7_0_g11931.a)); + float4 staticSwitch6_g11931 = appendResult2_g11931; + #else + float4 staticSwitch6_g11931 = temp_output_7_0_g11931; + #endif + + float2 temp_output_8_0_g11930 = finalUV146; + + float3 unpack14_g11930 = UnpackNormalScale( tex2D( _NormalMap, temp_output_8_0_g11930 ), _NormalIntensity ); + unpack14_g11930.z = lerp( 1, unpack14_g11930.z, saturate(_NormalIntensity) ); + + float4 Color = staticSwitch6_g11931; + float4 Mask = ( _MaskBrightness * tex2D( _MaskMap, temp_output_8_0_g11930 ) ); + float3 Normal = unpack14_g11930; + + #if ETC1_EXTERNAL_ALPHA + float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy); + Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture); + #endif + + SurfaceData2D surfaceData; + InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData); + InputData2D inputData; + InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData); + SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); + return CombinedShapeLightShared(surfaceData, inputData); + + Color *= IN.color; + } + + ENDHLSL + } + + + Pass + { + Name "Sprite Normal" - Tags - { - "LightMode"="NormalsRendering" - } + Tags { "LightMode"="NormalsRendering" } - Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha - ZTest LEqual - ZWrite Off - Offset 0 , 0 - ColorMask RGBA + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - HLSLPROGRAM - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #pragma multi_compile_instancing + #pragma vertex vert + #pragma fragment frag - #pragma vertex vert - #pragma fragment frag + #pragma multi_compile _ SKINNED_SPRITE - #pragma multi_compile _ SKINNED_SPRITE - - #define _SURFACE_TYPE_TRANSPARENT 1 + #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT @@ -4339,3781 +3823,3200 @@ staticSwitch203_g11799); #define VARYINGS_NEED_TANGENT_WS #define FEATURES_GRAPH_VERTEX - #define SHADERPASS SHADERPASS_SPRITENORMAL - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - sampler2D _NormalMap; - - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPRedTint; - float4 _RecolorRGBYCPYellowTint; - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPCyanTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPPurpleTint; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - float4 _RecolorRGBGreenTint; - float4 _RecolorRGBRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - float4 _ShineColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - float4 _MetalColor; - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - float4 _CamouflageColorA; - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowMask_ST; - float4 _SineGlowColor; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnEdgeNoiseScale; - float2 _BurnPosition; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineTextureSpeed; - float2 _InnerOutlineNoiseSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineDistortionIntensity; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineNoiseScale; - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveOffset; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortTo; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - float2 _FrozenHighlightDistortionSpeed; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Offset; - float2 _TextureLayer2ScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - float2 _UVScalePivot; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; - float _RainbowSaturation; - float _RainbowBrightness; - float _RainbowContrast; - float _RainbowDensity; - #endif - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - float _FrozenHighlightDensity; - float _FrozenFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - int _TextureLayer2Columns; - int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - float _SourceAlphaDissolveNoiseFactor; - float _SourceAlphaDissolveFade; - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - float _ShineRotation; - float _ShineFrequency; - float _ShineSpeed; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - float _HalftoneInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedFade; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedReduce; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; - float _EnchantedBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeSmoothness; - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFrequency; - #endif - float _MaskBrightness; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - float _OuterOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueContrast; - float _AddHueSaturation; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceRange; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameRadius; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameNoiseFactor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - float _InkSpreadContrast; - #endif - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintFade; - float _BlackTintPower; - #endif - #ifdef _ENABLESPLITTONING_ON - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float _Brightness; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - #endif - float _NormalIntensity; - - - struct VertexInput - { - float3 positionOS : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float4 uv0 : TEXCOORD0; - float4 color : COLOR; - - UNITY_SKINNED_VERTEX_INPUTS - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct VertexOutput - { - float4 positionCS : SV_POSITION; - float4 texCoord0 : TEXCOORD0; - float4 color : TEXCOORD1; - float3 normalWS : TEXCOORD2; - float4 tangentWS : TEXCOORD3; - float3 bitangentWS : TEXCOORD4; - float4 ase_texcoord5 : TEXCOORD5; - float4 ase_texcoord6 : TEXCOORD6; - float4 ase_texcoord7 : TEXCOORD7; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11716(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11714(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11666(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11668(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11669(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11672(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11671(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11678(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11718(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11755(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11757(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11761(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11789(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11773(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11808(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11843(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11845(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11835(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11837(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11830(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11831(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11823(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11821(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11822(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11817(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11849(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11852(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11871(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11879(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11881(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11877(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11873(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11875(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - VertexOutput vert(VertexInput v) - { - VertexOutput o = (VertexOutput)0; - - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - UNITY_SKINNED_VERTEX_COMPUTE(v); - - v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = v.uv0.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11662 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11662 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11662 = spriteRectMax377; - float2 break9_g11662 = float2(0, 0); - float2 break8_g11662 = float2(1, 1); - float2 appendResult15_g11662 = (float2( - (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( - break10_g11662.x - break11_g11662.x)), - (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( - break10_g11662.y - break11_g11662.y)))); - float2 staticSwitch366 = appendResult15_g11662; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11897 = fixedUV475; - float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11900 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11663 = _TimeValue; - #else - float staticSwitch44_g11663 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11663 = UnscaledTime; - #else - float staticSwitch34_g11663 = staticSwitch44_g11663; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); - #else - float staticSwitch37_g11663 = staticSwitch34_g11663; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11663 = staticSwitch37_g11663; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11663 = staticSwitch38_g11663; - #endif - float shaderTime237 = staticSwitch42_g11663; - float temp_output_8_0_g11900 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11900); - #else - float2 staticSwitch4_g11900 = temp_output_2_0_g11900; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11901 = temp_output_8_0_g11900; - float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11901 * _VibrateRotation)); - float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900); - #else - float2 staticSwitch6_g11900 = staticSwitch4_g11900; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11900 = staticSwitch6_g11900; - #endif - float2 temp_output_424_0 = staticSwitch10_g11900; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); - float2 texCoord435 = v.uv0.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11664 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), - length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11664 = v.uv0.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11664 = temp_output_61_0_g11664; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11664 = (v.positionOS).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11664 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11664; - float linValue16_g11716 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, - 0.0)).r; - float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); - float clampResult14_g11715 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / - temp_output_4_0_g11715), 0.0, 1.0); - float2 temp_output_27_0_g11713 = shaderPosition235; - float linValue16_g11714 = tex2Dlod(_UberNoiseTexture, - float4( - (temp_output_27_0_g11713 * - _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11713 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( - localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11715; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11713; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord5 = screenPos; - o.ase_texcoord6.xyz = ase_positionWS; - - o.ase_texcoord7 = float4(v.positionOS, 1); - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord6.w = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.positionOS; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3(staticSwitch142, 0.0); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.positionOS = vertexValue; - #else - v.positionOS += vertexValue; - #endif - v.normal = v.normal; - v.tangent.xyz = v.tangent.xyz; - - VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); - - o.texCoord0 = v.uv0; - o.color = v.color; - o.positionCS = vertexInput.positionCS; - - float3 normalWS = TransformObjectToWorldNormal(v.normal); - o.normalWS = -GetViewForwardDir(); - float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); - o.tangentWS = normalize(tangentWS); - half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); - o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w; - return o; - } - - half4 frag(VertexOutput IN) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); - - float2 texCoord363 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = IN.ase_texcoord5; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = IN.ase_texcoord6.xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11662 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11662 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11662 = spriteRectMax377; - float2 break9_g11662 = float2(0, 0); - float2 break8_g11662 = float2(1, 1); - float2 appendResult15_g11662 = (float2( - (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( - break10_g11662.x - break11_g11662.x)), - (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( - break10_g11662.y - break11_g11662.y)))); - float2 staticSwitch366 = appendResult15_g11662; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11665 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11666 = _WindMinIntensity; - #else - float staticSwitch117_g11666 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11666 = _WindMaxIntensity; - #else - float staticSwitch118_g11666 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11666 = _WindXPosition; - #else - float staticSwitch111_g11666 = transform62_g11666.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11666 = _WindNoiseScale; - #else - float staticSwitch113_g11666 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11663 = _TimeValue; - #else - float staticSwitch44_g11663 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11663 = UnscaledTime; - #else - float staticSwitch34_g11663 = staticSwitch44_g11663; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); - #else - float staticSwitch37_g11663 = staticSwitch34_g11663; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11663 = staticSwitch37_g11663; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11663 = staticSwitch38_g11663; - #endif - float shaderTime237 = staticSwitch42_g11663; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11666 = WindTime; - #endif - float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) + - staticSwitch125_g11666); - float x101_g11666 = temp_output_50_0_g11666; - float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666); - float2 temp_cast_0 = (temp_output_50_0_g11666).xx; - float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11666 = simplePerlin2D121_g11666; - #else - float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5); - #endif - float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666, - staticSwitch123_g11666); - float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; - float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip); - float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11666 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11666))); - float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666, - float3((appendResult27_g11666 + temp_output_1_0_g11666), 0.0), float3(0, 0, 1), - (clampResult29_g11666 * temp_output_39_0_g11666)); - float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; - #else - float2 staticSwitch4_g11665 = temp_output_3_0_g11665; - #endif - float2 texCoord435 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11664 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11664 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11664 = temp_output_61_0_g11664; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11664 = (IN.ase_texcoord7.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11664 = ((IN.ase_texcoord7.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11664 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11664; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11667 = shaderPosition235; - float linValue16_g11668 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668); - float linValue16_g11669 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669); - float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5), - (localMyCustomExpression16_g11669 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11665; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11670 = shaderPosition235; - float linValue16_g11672 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672); - float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), - float3(0, 0, 1), - (((localMyCustomExpression16_g11672 - 0.5) * 2.0 * - _DirectionalDistortionRandomDirection) * PI)); - float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0), - float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); - float3 break130_g11670 = rotatedValue136_g11670; - float linValue16_g11671 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11670 * - _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671); - float clampResult154_g11670 = clamp( - ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11675 = unity_OrthoParams.y; - float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 * - 0.2)) + ase_positionWS.y) / temp_output_81_0_g11675); - float2 temp_cast_4 = (temp_output_8_0_g11675).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11675).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678); - float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11675 = (float2( - (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11673 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11673; - float linValue16_g11718 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11719 = staticSwitch62; - float2 temp_output_26_0_g11719 = shaderPosition235; - float temp_output_25_0_g11719 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11719 + (_UVDistortSpeed * - temp_output_25_0_g11719)) * _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729); - float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #else - float staticSwitch29_g11726 = _UVDistortFade; - #endif - float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 / - appendResult2_g11728) * staticSwitch29_g11726)); - #else - float2 staticSwitch5_g11719 = temp_output_1_0_g11719; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11725 = staticSwitch5_g11719; - float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11719 = staticSwitch5_g11719; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * PI) * - _SineRotateFade)); - float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; - #else - float2 staticSwitch9_g11719 = staticSwitch7_g11719; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11719 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; - #else - float2 staticSwitch16_g11719 = staticSwitch9_g11719; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719); - #else - float2 staticSwitch14_g11719 = staticSwitch16_g11719; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11721 = clamp( - (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) / - MultFactor30_g11721), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11719 = clampResult46_g11721; - #else - float2 staticSwitch4_g11719 = staticSwitch14_g11719; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11719 = staticSwitch4_g11719; - #endif - float2 temp_output_1_0_g11730 = staticSwitch24_g11719; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11730 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y); - #else - float staticSwitch18_g11730 = temp_output_7_0_g11730; - #endif - float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0)); - float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730); - #else - float2 staticSwitch13_g11730 = temp_output_1_0_g11730; - #endif - float2 temp_output_484_0 = staticSwitch13_g11730; - float2 texCoord131 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); - float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); - float clampResult14_g11715 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / - temp_output_4_0_g11715), 0.0, 1.0); - float2 temp_output_27_0_g11713 = shaderPosition235; - float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11713 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( - localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11715; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11713; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11731 = staticSwitch485; - float2 break11_g11731 = float2(0, 0); - float2 break10_g11731 = float2(1, 1); - float2 break9_g11731 = spriteRectMin376; - float2 break8_g11731 = spriteRectMax377; - float2 appendResult15_g11731 = (float2( - (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / ( - break10_g11731.x - break11_g11731.x)), - (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / ( - break10_g11731.y - break11_g11731.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11733 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11734 = _MainTex; - float4 textureTexelSize3_g11734 = _MainTex_TexelSize; - float2 uvs3_g11734 = temp_output_1_0_g11733; - float4 localtexturePointSmooth3_g11734 = texturePointSmooth( - tex3_g11734, textureTexelSize3_g11734, uvs3_g11734); - float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; - #else - float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11745 = temp_output_10_0_g11735; - float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0)); - float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747); - float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; - float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1))); - float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; - float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745)); - float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746); - float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; - float temp_output_2_0_g11736 = temp_output_10_0_g11735; - float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0)); - float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738); - float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1))); - float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; - float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736)); - float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737); - float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; - float temp_output_2_0_g11742 = temp_output_10_0_g11735; - float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0)); - float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744); - float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1))); - float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; - float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742)); - float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743); - float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; - float temp_output_2_0_g11739 = temp_output_10_0_g11735; - float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0)); - float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741); - float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1))); - float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; - float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739)); - float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740); - float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; - float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) + - tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + ( - tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) + - tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) + - tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + ( - tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) + - tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) + - tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + ( - tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) + - tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) + - tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D( - _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D( - _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625); - #else - float4 staticSwitch3_g11733 = staticSwitch8_g11733; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; - float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748); - float temp_output_2_0_g11749 = _SharpenOffset; - float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; - float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; - float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749)); - float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750); - float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; - float4 break22_g11748 = (tex2DNode4_g11748 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + - tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + ( - tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D( - _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0); - float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b, - clampResult23_g11748)); - float4 staticSwitch12_g11733 = appendResult24_g11748; - #else - float4 staticSwitch12_g11733 = staticSwitch3_g11733; - #endif - float4 temp_output_471_0 = staticSwitch12_g11733; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11752 = temp_output_471_0; - float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.color).rgb), - temp_output_1_0_g11752.a)); - float4 staticSwitch354 = appendResult8_g11752; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11753 = originalColor191; - float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float2 temp_output_7_0_g11753 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11755 = tex2D(_UberNoiseTexture, - (((IN.color.r * ( - (_SmokeVertexSeed) ? (5.0) : (0.0))) + - temp_output_43_0_g11754) * temp_cast_15)).r; - float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755); - float clampResult28_g11754 = clamp( - (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.color.a / 2.5) - distance( - temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11754) * _SmokeDarkEdge)); - float4 appendResult31_g11754 = (float4(lerpResult34_g11754, - (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a))); - float4 staticSwitch2_g11753 = appendResult31_g11754; - #else - float4 staticSwitch2_g11753 = temp_output_1_0_g11753; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11756 = staticSwitch2_g11753; - float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; - float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756); - float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757); - float clampResult37_g11756 = clamp( - (((IN.color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb, - (temp_output_1_0_g11756.a * pow( - clampResult37_g11756, - (_CustomFadeSmoothness / max( - tex2DNode3_g11756.r, - 0.05))) * _CustomFadeAlpha))); - float4 staticSwitch3_g11753 = appendResult13_g11756; - #else - float4 staticSwitch3_g11753 = staticSwitch2_g11753; - #endif - float4 temp_output_1_0_g11758 = staticSwitch3_g11753; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; - float2 appendResult4_g11759 = (float2(ase_positionWS.x, ase_positionWS.y)); - float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5); - float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759), - float2(0.5, 0.5)); - float4 appendResult42_g11759 = (float4( - ((temp_output_1_0_g11759).rgb * min( - (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)), - temp_output_1_0_g11759.a)); - float4 staticSwitch2_g11758 = appendResult42_g11759; - #else - float4 staticSwitch2_g11758 = temp_output_1_0_g11758; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11760 = finalUV146; - float linValue16_g11761 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * - _FlameNoiseScale)).r; - float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761); - float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0)); - float temp_output_47_0_g11760 = max(_FlameRadius, 0.01); - float clampResult70_g11760 = clamp( - (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance( - temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness); - float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760, - temp_output_63_0_g11760, clampResult70_g11760)); - float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758); - #else - float4 staticSwitch6_g11758 = staticSwitch2_g11758; - #endif - float4 temp_output_3_0_g11762 = staticSwitch6_g11758; - float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; - float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0)); - float2 temp_output_1_0_g11762 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762); - #else - float4 staticSwitch81_g11794 = appendResult91_g11794; - #endif - float3 break82_g11794 = (staticSwitch81_g11794).xyz; - float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001); - float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + ( - _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z / - temp_output_84_0_g11794) * _RecolorRGBBlueTint)); - float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b)); - float4 break2_g11795 = temp_output_1_0_g11794; - float saferPower57_g11794 = abs( - ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + - break2_g11795.z) / 6.0)); - float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb, - (appendResult56_g11794 * pow( - saferPower57_g11794, - (max(break71_g11794.a, 0.01) * 2.0))), - (staticSwitch81_g11794.w * _RecolorRGBFade)); - float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a)); - float4 staticSwitch43_g11762 = appendResult30_g11794; - #else - float4 staticSwitch43_g11762 = temp_output_3_0_g11762; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11792 = staticSwitch43_g11762; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762); - #else - float4 staticSwitch62_g11792 = temp_output_1_0_g11792; - #endif - float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb); - float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11792 = 0; - if (temp_output_43_0_g11792 >= 0.8333333) - ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.6666667) - ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11792 = ifLocalVar46_g11792; - float4 ifLocalVar47_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.3333333) - ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.1666667) - ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11792 = ifLocalVar47_g11792; - float4 ifLocalVar35_g11792 = 0; - if (temp_output_43_0_g11792 >= 0.5) - ifLocalVar35_g11792 = ifLocalVar44_g11792; - else - ifLocalVar35_g11792 = ifLocalVar45_g11792; - float4 break55_g11792 = ifLocalVar35_g11792; - float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b)); - float4 break2_g11793 = temp_output_1_0_g11792; - float saferPower57_g11792 = abs( - ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0)); - float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb, - (appendResult56_g11792 * pow( - saferPower57_g11792, - max((break55_g11792.a * 2.0), 0.01))), - (hsvTorgb33_g11792.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a)); - float4 staticSwitch9_g11762 = appendResult30_g11792; - #else - float4 staticSwitch9_g11762 = staticSwitch43_g11762; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11766 = staticSwitch9_g11762; - float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; - float3 In115_g11766 = temp_output_2_0_g11766; - float3 From115_g11766 = (_ColorReplaceFromColor).rgb; - float4 break2_g11767 = temp_output_1_0_g11766; - float3 To115_g11766 = (pow( - max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + - break2_g11767.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11766 = _ColorReplaceSmoothness; - float Range115_g11766 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( - In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766); - float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766, - _ColorReplaceFade); - float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a)); - float4 staticSwitch29_g11762 = appendResult4_g11766; - #else - float4 staticSwitch29_g11762 = staticSwitch9_g11762; - #endif - float4 temp_output_1_0_g11779 = staticSwitch29_g11762; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; - float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade); - float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a)); - float4 staticSwitch4_g11779 = appendResult8_g11779; - #else - float4 staticSwitch4_g11779 = temp_output_1_0_g11779; - #endif - float4 temp_output_57_0_g11762 = staticSwitch4_g11779; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11802 = (float4( - pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11802.a)); - float4 staticSwitch32_g11762 = appendResult4_g11802; - #else - float4 staticSwitch32_g11762 = temp_output_57_0_g11762; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11777 = staticSwitch32_g11762; - float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness), - temp_output_2_0_g11777.a)); - float4 staticSwitch33_g11762 = appendResult6_g11777; - #else - float4 staticSwitch33_g11762 = staticSwitch32_g11762; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11778 = staticSwitch33_g11762; - float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb); - float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y, - hsvTorgb1_g11778.z)); - float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a)); - float4 staticSwitch36_g11762 = appendResult8_g11778; - #else - float4 staticSwitch36_g11762 = staticSwitch33_g11762; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11796 = staticSwitch36_g11762; - float4 break2_g11797 = temp_output_1_0_g11796; - float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + - break2_g11797.y + break2_g11797.z) / 6.0); - float clampResult25_g11796 = clamp( - ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11796); - float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb, - (lerpResult6_g11796 * pow(max(temp_output_3_0_g11796, 0.0001), - max(_SplitToningContrast, 0.0001))), - _SplitToningFade); - float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a)); - float4 staticSwitch30_g11762 = appendResult18_g11796; - #else - float4 staticSwitch30_g11762 = staticSwitch36_g11762; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11774 = staticSwitch30_g11762; - float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; - float4 break12_g11774 = temp_output_1_0_g11774; - float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774, - (temp_output_4_0_g11774 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11774.r, break12_g11774.g), break12_g11774.b), 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade); - float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a)); - float4 staticSwitch20_g11762 = appendResult11_g11774; - #else - float4 staticSwitch20_g11762 = staticSwitch30_g11762; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11788 = staticSwitch20_g11762; - float4 break2_g11790 = temp_output_1_0_g11788; - float2 temp_output_65_0_g11788 = shaderPosition235; - float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789); - float clampResult53_g11788 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + ( - localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11790.x + break2_g11790.x + break2_g11790.y + - break2_g11790.y + break2_g11790.y + break2_g11790.z) / 6.0), 0.0001), - max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11788)); - float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a)); - float4 staticSwitch17_g11762 = appendResult9_g11788; - #else - float4 staticSwitch17_g11762 = staticSwitch20_g11762; - #endif - float temp_output_39_0_g11762 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11780 = staticSwitch17_g11762; - float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb); - float3 hsvTorgb19_g11780 = HSVToRGB(float3( - ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y, - hsvTorgb15_g11780.z)); - float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch19_g11762 = appendResult6_g11780; - #else - float4 staticSwitch19_g11762 = staticSwitch17_g11762; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11784 = staticSwitch19_g11762; - float4 break2_g11786 = temp_output_1_0_g11784; - float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a)); - #else - float staticSwitch33_g11784 = _AddHueFade; - #endif - float4 appendResult6_g11784 = (float4( - ((hsvTorgb19_g11784 * pow( - max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + - break2_g11786.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb), - temp_output_1_0_g11784.a)); - float4 staticSwitch23_g11762 = appendResult6_g11784; - #else - float4 staticSwitch23_g11762 = staticSwitch19_g11762; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11781 = staticSwitch23_g11762; - float4 break2_g11782 = temp_output_1_0_g11781; - float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781. - a); - #else - float3 staticSwitch27_g11781 = temp_output_13_0_g11781; - #endif - float4 appendResult21_g11781 = (float4( - ((temp_output_1_0_g11781).rgb + (pow( - max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + - break2_g11782.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * ((( - sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11781.a)); - float4 staticSwitch28_g11762 = appendResult21_g11781; - #else - float4 staticSwitch28_g11762 = staticSwitch23_g11762; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11769 = staticSwitch28_g11762; - float4 break2_g11770 = temp_output_1_0_g11769; - float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + - break2_g11770.y + break2_g11770.z) / 6.0)).xxx; - float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation); - float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a)); - float4 staticSwitch38_g11762 = appendResult8_g11769; - #else - float4 staticSwitch38_g11762 = staticSwitch28_g11762; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11771 = staticSwitch38_g11762; - float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; - float temp_output_179_0_g11771 = temp_output_39_0_g11762; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb * - temp_output_82_0_g11771); - #else - float3 staticSwitch187_g11771 = temp_output_82_0_g11771; - #endif - float linValue16_g11773 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11771 * - _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11771) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11771 = float2(0, 0); - #endif - float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771); - float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772); - float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * - float2(0, -1)) * temp_output_25_0_g11771))). - a, - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( - 0, 1)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * - float2(0.705, 0.705)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( - -0.705, 0.705)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * - float2(-0.705, -0.705)) * - temp_output_25_0_g11771))).a))); - float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771, - temp_output_178_0_g11771); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a); - #else - float staticSwitch188_g11771 = temp_output_15_0_g11771.a; - #endif - float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771)); - float4 staticSwitch12_g11762 = appendResult177_g11771; - #else - float4 staticSwitch12_g11762 = staticSwitch38_g11762; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11799 = staticSwitch12_g11762; - float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; - float temp_output_186_0_g11799 = temp_output_39_0_g11762; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11799)))).rgb - * temp_output_82_0_g11799); - #else - float3 staticSwitch199_g11799 = temp_output_82_0_g11799; - #endif - float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11799 = 1.0; - #else - float staticSwitch203_g11799 = temp_output_182_0_g11799; - #endif - float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799, - staticSwitch203_g11799); - float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799, - staticSwitch203_g11799); - float linValue16_g11800 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + - temp_output_7_0_g11799) * _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11799 = float2(0, 0); - #endif - float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799); - float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801); - float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a, - min( - (max( - max( - max( - max( - max( - max( - max( - tex2D( - _MainTex, - ( - temp_output_131_0_g11799 - + ( - ( - _OuterOutlineWidth - * - float2( - 0, - - - 1)) - * - temp_output_25_0_g11799))) - .a, - tex2D( - _MainTex, - ( - temp_output_131_0_g11799 - + ( - ( - _OuterOutlineWidth - * - float2( - 0, - 1)) - * - temp_output_25_0_g11799))) - .a), - tex2D( - _MainTex, - ( - temp_output_131_0_g11799 - + (( - _OuterOutlineWidth - * - float2( - - - 1, - 0)) - * - temp_output_25_0_g11799))) - .a), - tex2D( - _MainTex, - ( - temp_output_131_0_g11799 - + (( - _OuterOutlineWidth - * - float2( - 1, - 0)) - * - temp_output_25_0_g11799))) - .a), - tex2D( - _MainTex, - (temp_output_131_0_g11799 - + (( - _OuterOutlineWidth - * float2( - 0.705, - 0.705)) - * temp_output_25_0_g11799))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11799 - + (( - _OuterOutlineWidth - * - float2( - -0.705, - 0.705)) * - temp_output_25_0_g11799))) - . - a), tex2D( - _MainTex, - (temp_output_131_0_g11799 - + - ((_OuterOutlineWidth - * - float2( - 0.705, - -0.705)) - * temp_output_25_0_g11799))) - .a), tex2D( - _MainTex, - (temp_output_131_0_g11799 + ( - ( - _OuterOutlineWidth * - float2( - -0.705, -0.705)) - * - temp_output_25_0_g11799))) - .a) * - 3.0), 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799); - #else - float staticSwitch200_g11799 = lerpResult168_g11799; - #endif - float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799)); - float4 staticSwitch13_g11762 = appendResult174_g11799; - #else - float4 staticSwitch13_g11762 = staticSwitch12_g11762; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11776 = staticSwitch13_g11762; - float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * - temp_output_39_0_g11762)))). - rgb * temp_output_82_0_g11776); - #else - float3 staticSwitch199_g11776 = temp_output_82_0_g11776; - #endif - float temp_output_213_0_g11776 = (_PixelOutlineFade * step( - temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min( - (temp_output_213_0_g11776 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11776 = 1.0; - #else - float staticSwitch203_g11776 = temp_output_182_0_g11776; - #endif - float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776, - staticSwitch203_g11776); - float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776, - staticSwitch203_g11776); - float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776); - float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11776 + (( - _PixelOutlineWidth * - float2(0, -1)) * - temp_output_209_0_g11776))).a, - tex2D(_MainTex, - (temp_output_7_0_g11776 + (( - _PixelOutlineWidth * - float2(0, 1)) * - temp_output_209_0_g11776))).a), - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth - * float2(-1, 0)) * - temp_output_209_0_g11776))).a), - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * - float2(1, 0)) * temp_output_209_0_g11776))).a) - * 3.0), 1.0), temp_output_213_0_g11776); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776); - #else - float staticSwitch200_g11776 = lerpResult168_g11776; - #endif - float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776)); - float4 staticSwitch48_g11762 = appendResult174_g11776; - #else - float4 staticSwitch48_g11762 = staticSwitch13_g11762; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / - 2.0)); - float4 temp_output_5_0_g11763 = staticSwitch48_g11762; - float4 break2_g11764 = temp_output_5_0_g11763; - float4 appendResult12_g11763 = (float4( - ((lerpResult15_g11763 * _PingPongGlowFade * pow( - max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + - break2_g11764.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb), - temp_output_5_0_g11763.a)); - float4 staticSwitch46_g11762 = appendResult12_g11763; - #else - float4 staticSwitch46_g11762 = staticSwitch48_g11762; - #endif - float4 temp_output_361_0 = staticSwitch46_g11762; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11804 = temp_output_361_0; - float4 break2_g11805 = temp_output_1_0_g11804; - float temp_output_44_0_g11804 = unity_OrthoParams.y; - float4 appendResult22_g11804 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805. - y + break2_g11805.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * 0.2)) + - ase_positionWS.y) / temp_output_44_0_g11804) * _HologramLineFrequency))), - _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11804.a))); - float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11804; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11807 = staticSwitch56; - float4 break2_g11809 = temp_output_1_0_g11807; - float temp_output_34_0_g11807 = shaderTime237; - float linValue16_g11808 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) * - _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808); - float3 hsvTorgb3_g11810 = HSVToRGB(float3( - (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb, - (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809 - .y + break2_g11809.y + break2_g11809.z) / 6.0) * - _GlitchBrightness - * hsvTorgb3_g11810), glitchFade152); - float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch57 = appendResult27_g11807; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11811 = staticSwitch57; - float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; - float2 temp_output_41_0_g11811 = shaderPosition235; - float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; - float temp_output_40_0_g11811 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + - temp_output_99_0_g11841) * _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11841); - #else - float2 staticSwitch101_g11841 = temp_output_99_0_g11841; - #endif - float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843); - float clampResult52_g11841 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841), - clampResult52_g11841); - float linValue16_g11845 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11841 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845); - float clampResult65_g11841 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841), - clampResult65_g11841); - float4 break2_g11844 = temp_output_1_0_g11841; - float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb, - ((lerpResult68_g11841).rgb * pow( - max(((break2_g11844.x + break2_g11844.x + break2_g11844.y + - break2_g11844.y + break2_g11844.y + break2_g11844.z) / - 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a)); - float4 staticSwitch26_g11811 = appendResult7_g11841; - #else - float4 staticSwitch26_g11811 = temp_output_3_0_g11811; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11834 = staticSwitch26_g11811; - float temp_output_59_0_g11834 = temp_output_40_0_g11811; - float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; - float linValue16_g11835 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11834) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835); - float linValue16_g11837 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11834 * _MetalNoiseSpeed) + - temp_output_58_0_g11834)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837); - float4 break2_g11836 = temp_output_1_0_g11834; - float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + - break2_g11836.y + break2_g11836.z) / 6.0); - float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a)); - #else - float staticSwitch60_g11834 = _MetalFade; - #endif - float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11834, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11834, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11834); - float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a)); - float4 staticSwitch28_g11811 = appendResult8_g11834; - #else - float4 staticSwitch28_g11811 = staticSwitch26_g11811; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11826 = staticSwitch28_g11811; - float4 break2_g11827 = temp_output_1_0_g11826; - float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + - break2_g11827.y + break2_g11827.z) / 6.0); - float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float temp_output_73_0_g11826 = temp_output_40_0_g11811; - float linValue16_g11830 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830); - float linValue16_g11831 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11830 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 * - _FrozenHighlightSpeed) + temp_output_72_0_g11826)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831); - float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb, - ((pow(max(temp_output_7_0_g11826, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11826, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11828), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11826, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a)); - float4 staticSwitch29_g11811 = appendResult26_g11826; - #else - float4 staticSwitch29_g11811 = staticSwitch28_g11811; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11820 = staticSwitch29_g11811; - float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; - float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0); - float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; - float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823); - float linValue16_g11821 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11820) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821); - float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0, - 1.0); - float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822); - float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + ( - localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0); - float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820, - (pow( - max(((break2_g11824.x + break2_g11824.x + break2_g11824.y + - break2_g11824.y + break2_g11824.y + break2_g11824.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11820) + (_BurnInsideColor).rgb)), - clampResult18_g11820); - float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820, - (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step( - 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a)); - float4 staticSwitch32_g11811 = appendResult43_g11820; - #else - float4 staticSwitch32_g11811 = staticSwitch29_g11811; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; - float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817); - float3 hsvTorgb3_g11819 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0, - 1.0)); - float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819); - float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation, - (hsvTorgb36_g11816.z * _RainbowBrightness))); - float4 temp_output_1_0_g11816 = staticSwitch32_g11811; - float4 break2_g11818 = temp_output_1_0_g11816; - float saferPower24_g11816 = abs( - ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + - break2_g11818.z) / 6.0)); - float4 appendResult29_g11816 = (float4( - ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a)); - float4 staticSwitch34_g11811 = appendResult29_g11816; - #else - float4 staticSwitch34_g11811 = staticSwitch32_g11811; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11812 = staticSwitch34_g11811; - float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; - float4 break2_g11814 = temp_output_1_0_g11812; - float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + - break2_g11814.y + break2_g11814.z) / 6.0)).xxx; - float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11811), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11812 = clamp( - (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a)); - #else - float staticSwitch98_g11812 = _ShineFade; - #endif - float4 appendResult8_g11812 = (float4( - (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 * - staticSwitch98_g11812)), (temp_output_1_0_g11812).a)); - float4 staticSwitch36_g11811 = appendResult8_g11812; - #else - float4 staticSwitch36_g11811 = staticSwitch34_g11811; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11847 = temp_output_40_0_g11811; - float linValue16_g11849 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) + - temp_output_41_0_g11811) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849); - float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11847 = staticSwitch36_g11811; - float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; - float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0); - float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847, - (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x + - break2_g11848.y + break2_g11848.y + break2_g11848.y + - break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11847 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847), - temp_output_1_0_g11847.a)); - float4 staticSwitch39_g11811 = appendResult27_g11847; - #else - float4 staticSwitch39_g11811 = staticSwitch36_g11811; - #endif - float4 temp_output_10_0_g11851 = staticSwitch39_g11811; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; - float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; - float temp_output_1_0_g11851 = temp_output_40_0_g11811; - float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed); - float linValue16_g11854 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float linValue16_g11852 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852); - float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852); - float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5); - float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11851); - float3 hsvTorgb53_g11851 = HSVToRGB(float3( - ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11851 = hsvTorgb53_g11851; - #else - float3 staticSwitch50_g11851 = lerpResult42_g11851; - #endif - float4 break2_g11853 = temp_output_10_0_g11851; - float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow( - max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + - break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851, - temp_output_45_0_g11851); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11851 = lerpResult44_g11851; - #else - float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 * - temp_output_45_0_g11851)); - #endif - float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a)); - float4 staticSwitch11_g11851 = appendResult19_g11851; - #else - float4 staticSwitch11_g11851 = temp_output_10_0_g11851; - #endif - float4 temp_output_1_0_g11856 = staticSwitch11_g11851; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11856 = temp_output_1_0_g11856; - float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b)); - float4 break2_g11857 = temp_output_1_0_g11856; - float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + - break2_g11857.y + break2_g11857.z) / 6.0); - float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11856 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11856 = hsvTorgb12_g11856; - #else - float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11856 = lerp(appendResult32_g11856, - (staticSwitch26_g11856 * pow( - max(temp_output_4_0_g11856, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a)); - float4 staticSwitch33_g11856 = appendResult6_g11856; - #else - float4 staticSwitch33_g11856 = temp_output_1_0_g11856; - #endif - float4 temp_output_5_0_g11863 = staticSwitch33_g11856; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11863 = temp_output_5_0_g11863; - float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b)); - float temp_output_27_0_g11863 = temp_output_40_0_g11811; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11863)); - #else - float2 staticSwitch73_g11863 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) - - staticSwitch73_g11863); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11864 = _TextureLayer1Columns; - int Height10_g11864 = _TextureLayer1Rows; - float Tile10_g11864 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame)); - float2 Invert10_g11864 = float2(0, 1); - float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( - UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; - #else - float2 staticSwitch20_g11863 = temp_output_72_0_g11863; - #endif - float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863); - float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b)); - float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863); - float4 break2_g11865 = temp_output_5_0_g11863; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11863 = (pow( - max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + - break2_g11865.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863); - #else - float3 staticSwitch80_g11863 = temp_output_16_0_g11863; - #endif - float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863, - (tex2DNode3_g11863.a * _TextureLayer1Fade)); - float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a)); - float4 staticSwitch15_g11863 = appendResult14_g11863; - #else - float4 staticSwitch15_g11863 = temp_output_5_0_g11863; - #endif - float4 temp_output_5_0_g11859 = staticSwitch15_g11863; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11859 = temp_output_5_0_g11859; - float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b)); - float temp_output_27_0_g11859 = temp_output_40_0_g11811; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11859)); - #else - float2 staticSwitch73_g11859 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) - - staticSwitch73_g11859); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11860 = _TextureLayer2Columns; - int Height10_g11860 = _TextureLayer2Rows; - float Tile10_g11860 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame)); - float2 Invert10_g11860 = float2(0, 1); - float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( - UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; - #else - float2 staticSwitch20_g11859 = temp_output_72_0_g11859; - #endif - float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859); - float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b)); - float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859); - float4 break2_g11861 = temp_output_5_0_g11859; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11859 = (pow( - max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + - break2_g11861.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859); - #else - float3 staticSwitch84_g11859 = temp_output_16_0_g11859; - #endif - float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859, - (tex2DNode3_g11859.a * _TextureLayer2Fade)); - float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a)); - float4 staticSwitch15_g11859 = appendResult14_g11859; - #else - float4 staticSwitch15_g11859 = temp_output_5_0_g11859; - #endif - float4 temp_output_473_0 = staticSwitch15_g11859; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11867 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b, - (break4_g11867.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11867; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11868 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11670)) - : (clampResult154_g11670)); - float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b, - (break4_g11868.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11868; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11869 = staticSwitch75; - float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11869 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11871 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871); - float clampResult17_g11870 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) / - temp_output_53_0_g11870), 0.0, 1.0); - float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb, - (temp_output_1_0_g11870.a * clampResult17_g11870))); - float4 staticSwitch3_g11869 = appendResult3_g11870; - #else - float4 staticSwitch3_g11869 = temp_output_1_0_g11869; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11879 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879); - float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; - float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade); - float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11878 = staticSwitch3_g11869; - float4 appendResult3_g11878 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step( - temp_output_5_0_g11878, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + ( - temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878))); - float4 staticSwitch5_g11869 = appendResult3_g11878; - #else - float4 staticSwitch5_g11869 = staticSwitch3_g11869; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11880 = staticSwitch5_g11869; - float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; - float linValue16_g11881 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881); - float clampResult17_g11880 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + ( - localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb, - (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11880)) - : (clampResult17_g11880))))); - float4 staticSwitch8_g11869 = appendResult3_g11880; - #else - float4 staticSwitch8_g11869 = staticSwitch5_g11869; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; - float linValue16_g11877 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877); - float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + ( - localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade); - float temp_output_76_0_g11876 = step(temp_output_65_0_g11876, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11876 = staticSwitch8_g11869; - float4 appendResult3_g11876 = (float4( - ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11876).rgb), - (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11876)) - : (temp_output_75_0_g11876))))); - float4 staticSwitch9_g11869 = appendResult3_g11876; - #else - float4 staticSwitch9_g11869 = staticSwitch8_g11869; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11872 = staticSwitch9_g11869; - float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; - float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11872 = rotatedValue136_g11872; - float linValue16_g11873 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873); - float clampResult154_g11872 = clamp( - ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb, - (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11872)) - : (clampResult154_g11872))))); - float4 staticSwitch11_g11869 = appendResult3_g11872; - #else - float4 staticSwitch11_g11869 = staticSwitch9_g11869; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; - float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11874 = rotatedValue136_g11874; - float linValue16_g11875 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875); - float temp_output_168_0_g11874 = max( - ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11874)) - : (temp_output_168_0_g11874))); - float4 temp_output_1_0_g11874 = staticSwitch11_g11869; - float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0); - float4 appendResult3_g11874 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11874)) - : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb), - (temp_output_1_0_g11874.a * clampResult154_g11874))); - float4 staticSwitch15_g11869 = appendResult3_g11874; - #else - float4 staticSwitch15_g11869 = staticSwitch11_g11869; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11882 = staticSwitch15_g11869; - float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; - float temp_output_121_0_g11882 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882)); - float temp_output_17_0_g11883 = length( - ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11883)); - float clampResult17_g11882 = clamp( - saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0); - float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb, - (temp_output_1_0_g11882.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11882)) - : (clampResult17_g11882))))); - float4 staticSwitch13_g11869 = appendResult3_g11882; - #else - float4 staticSwitch13_g11869 = staticSwitch15_g11869; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885. - a)); - #else - float3 staticSwitch16_g11885 = temp_output_3_0_g11885; - #endif - float4 temp_output_1_0_g11885 = staticSwitch13_g11869; - float4 break2_g11887 = temp_output_1_0_g11885; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow( - max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + - break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11885 = staticSwitch16_g11885; - #endif - float4 appendResult6_g11885 = (float4( - ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb), - temp_output_1_0_g11885.a)); - float4 staticSwitch5_g11884 = appendResult6_g11885; - #else - float4 staticSwitch5_g11884 = staticSwitch13_g11869; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11888 = staticSwitch5_g11884; - float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11888.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade)); - float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a)); - float4 staticSwitch11_g11884 = appendResult13_g11888; - #else - float4 staticSwitch11_g11884 = staticSwitch5_g11884; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11889 = staticSwitch11_g11884; - float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889. - a)); - #else - float3 staticSwitch21_g11889 = temp_output_6_0_g11889; - #endif - float4 break2_g11891 = temp_output_1_0_g11889; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11889 = (pow( - max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + - break2_g11891.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889); - #else - float3 staticSwitch22_g11889 = staticSwitch21_g11889; - #endif - float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade); - float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a)); - float4 staticSwitch7_g11884 = appendResult9_g11889; - #else - float4 staticSwitch7_g11884 = staticSwitch11_g11884; - #endif - float4 temp_output_2_0_g11892 = staticSwitch7_g11884; - #ifdef _ENABLESHADOW_ON - float4 break4_g11894 = temp_output_2_0_g11892; - float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b)); - float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11893) * - _ShadowOffset))).a))); - float4 break6_g11894 = appendResult85_g11892; - float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b)); - float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a); - float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894); - float4 appendResult18_g11894 = (float4( - (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * ( - 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894)); - float4 staticSwitch82_g11892 = appendResult18_g11894; - #else - float4 staticSwitch82_g11892 = temp_output_2_0_g11892; - #endif - float4 break4_g11895 = staticSwitch82_g11892; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11753 = 1.0; - #else - float staticSwitch8_g11753 = IN.color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11753 = 1.0; - #else - float staticSwitch9_g11753 = staticSwitch8_g11753; - #endif - float customVertexAlpha193 = staticSwitch9_g11753; - float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b, - (break4_g11895.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11895; - float4 temp_output_1_0_g11898 = temp_output_344_0; - float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.color).rgb), - temp_output_1_0_g11898.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11898; - #endif - float4 lerpResult125 = lerp((originalColor191 * IN.color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11905 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11905 = (float4( - ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a)); - float4 staticSwitch6_g11905 = appendResult2_g11905; - #else - float4 staticSwitch6_g11905 = temp_output_7_0_g11905; - #endif - - float2 temp_output_8_0_g11904 = finalUV146; - float3 unpack14_g11904 = UnpackNormalScale(tex2D(_NormalMap, temp_output_8_0_g11904), _NormalIntensity); - unpack14_g11904.z = lerp(1, unpack14_g11904.z, saturate(_NormalIntensity)); - - float4 Color = staticSwitch6_g11905; - float3 Normal = unpack14_g11904; - - Color *= IN.color; - - return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS); - } - ENDHLSL - } - - - Pass - { - + #define SHADERPASS SHADERPASS_SPRITENORMAL + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + sampler2D _NormalMap; + + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPRedTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + float4 _ShineColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + float4 _MetalColor; + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + float4 _SineGlowColor; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + float2 _BurnPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineTextureSpeed; + float2 _InnerOutlineNoiseSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineDistortionIntensity; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2ScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + float _RainbowSaturation; + float _RainbowBrightness; + float _RainbowContrast; + float _RainbowDensity; + #endif + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + float _FrozenHighlightDensity; + float _FrozenFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + int _TextureLayer2Columns; + int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; + float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + float _ShineRotation; + float _ShineFrequency; + float _ShineSpeed; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedFade; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedReduce; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + float _EnchantedBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeSmoothness; + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFrequency; + #endif + float _MaskBrightness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + float _OuterOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueContrast; + float _AddHueSaturation; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceRange; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameNoiseFactor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + float _InkSpreadContrast; + #endif + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintFade; + float _BlackTintPower; + #endif + #ifdef _ENABLESPLITTONING_ON + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + #endif + float _NormalIntensity; + + + + struct VertexInput + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 uv0 : TEXCOORD0; + float4 color : COLOR; + + UNITY_SKINNED_VERTEX_INPUTS + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 texCoord0 : TEXCOORD0; + float4 color : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float4 tangentWS : TEXCOORD3; + float3 bitangentWS : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_texcoord7 : TEXCOORD7; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11757( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11755( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11666( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11668( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11762( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11763( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11792( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11815( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11799( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11862( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11864( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11858( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11850( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11844( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11879( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11891( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11887( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11898( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11906( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11908( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11904( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11900( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11902( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + VertexOutput vert( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SKINNED_VERTEX_COMPUTE(v); + + v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11923 = fixedUV475; + float2 appendResult72_g11923 = (float2(( _SquishStretch * ( break77_g11923.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11923.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11923 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11926 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11758 = _TimeValue; + #else + float staticSwitch44_g11758 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11758 = UnscaledTime; + #else + float staticSwitch34_g11758 = staticSwitch44_g11758; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed ); + #else + float staticSwitch37_g11758 = staticSwitch34_g11758; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11758 = staticSwitch37_g11758; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11758 = staticSwitch38_g11758; + #endif + float shaderTime237 = staticSwitch42_g11758; + float temp_output_8_0_g11926 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11926 = ( ( sin( ( temp_output_8_0_g11926 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11926 ); + #else + float2 staticSwitch4_g11926 = temp_output_2_0_g11926; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11927 = temp_output_8_0_g11926; + float3 rotatedValue21_g11927 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11927 * _VibrateRotation ) ); + float2 staticSwitch6_g11926 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11927 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11927).xy ) + staticSwitch4_g11926 ); + #else + float2 staticSwitch6_g11926 = staticSwitch4_g11926; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11926 = ( staticSwitch6_g11926 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11926 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11926 = staticSwitch6_g11926; + #endif + float2 temp_output_424_0 = staticSwitch10_g11926; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11753 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11759 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11759 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11759 = temp_output_61_0_g11759; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11759 = (v.positionOS).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11759 = ( (v.positionOS).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11759 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11759; + float linValue16_g11757 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11754 = shaderPosition235; + float linValue16_g11755 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11754 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11756; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11754; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord5 = screenPos; + o.ase_texcoord6.xyz = ase_positionWS; + + o.ase_texcoord7 = float4(v.positionOS,1); + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord6.w = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS = vertexValue; + #else + v.positionOS += vertexValue; + #endif + v.normal = v.normal; + v.tangent.xyz = v.tangent.xyz; + + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); + + o.texCoord0 = v.uv0; + o.color = v.color; + o.positionCS = vertexInput.positionCS; + + float3 normalWS = TransformObjectToWorldNormal(v.normal); + o.normalWS = -GetViewForwardDir(); + float4 tangentWS = float4( TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + o.tangentWS = normalize(tangentWS); + half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); + o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w; + return o; + } + + half4 frag( VertexOutput IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord5; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord6.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11665 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11666 = _WindMinIntensity; + #else + float staticSwitch117_g11666 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11666 = _WindMaxIntensity; + #else + float staticSwitch118_g11666 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11666 = _WindXPosition; + #else + float staticSwitch111_g11666 = transform62_g11666.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11666 = _WindNoiseScale; + #else + float staticSwitch113_g11666 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11758 = _TimeValue; + #else + float staticSwitch44_g11758 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11758 = UnscaledTime; + #else + float staticSwitch34_g11758 = staticSwitch44_g11758; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed ); + #else + float staticSwitch37_g11758 = staticSwitch34_g11758; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11758 = staticSwitch37_g11758; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11758 = staticSwitch38_g11758; + #endif + float shaderTime237 = staticSwitch42_g11758; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11666 = WindTime; + #endif + float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 ); + float x101_g11666 = temp_output_50_0_g11666; + float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 ); + float2 temp_cast_0 = (temp_output_50_0_g11666).xx; + float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11666 = simplePerlin2D121_g11666; + #else + float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 ); + #endif + float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666); + float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; + float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip ); + float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 ))); + float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) ); + float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; + #else + float2 staticSwitch4_g11665 = temp_output_3_0_g11665; + #endif + float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11759 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11759 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11759 = temp_output_61_0_g11759; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11759 = (IN.ase_texcoord7.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11759 = ( (IN.ase_texcoord7.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11759 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11759; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11667 = shaderPosition235; + float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11665; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11670 = shaderPosition235; + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11670 = rotatedValue136_g11670; + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11760 = unity_OrthoParams.y; + float temp_output_8_0_g11760 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11760 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11760 ); + float2 temp_cast_4 = (temp_output_8_0_g11760).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11762 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 ); + float clampResult75_g11760 = clamp( localMyCustomExpression16_g11762 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11760).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11763 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11763 = MyCustomExpression16_g11763( linValue16_g11763 ); + float2 appendResult10_g11761 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11761 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11761 = appendResult2_g11761; + #else + float2 staticSwitch9_g11761 = ( float2( 100,100 ) / appendResult10_g11761 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11760 = (float2(( ( ( clampResult75_g11760 * ( localMyCustomExpression16_g11763 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11761.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11760 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11673 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11673; + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11765 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11775 = staticSwitch62; + float2 temp_output_26_0_g11775 = shaderPosition235; + float temp_output_25_0_g11775 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11775 + ( _UVDistortSpeed * temp_output_25_0_g11775 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float2 lerpResult21_g11782 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11785); + float2 appendResult10_g11784 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11784 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11784 = appendResult2_g11784; + #else + float2 staticSwitch9_g11784 = ( float2( 100,100 ) / appendResult10_g11784 ); + #endif + float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11783 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11782 = ( _UVDistortFade * ( tex2DNode3_g11783.r * tex2DNode3_g11783.a ) ); + #else + float staticSwitch29_g11782 = _UVDistortFade; + #endif + float2 staticSwitch5_g11775 = ( temp_output_1_0_g11775 + ( lerpResult21_g11782 * staticSwitch9_g11784 * staticSwitch29_g11782 ) ); + #else + float2 staticSwitch5_g11775 = temp_output_1_0_g11775; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11781 = staticSwitch5_g11775; + float2 staticSwitch7_g11775 = ( temp_output_1_0_g11781 + ( ( temp_output_1_0_g11781 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11781 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11775 = staticSwitch5_g11775; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11780 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11775 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11775 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11775 = (rotatedValue36_g11780).xy; + #else + float2 staticSwitch9_g11775 = staticSwitch7_g11775; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11779 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11775 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11775 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11775 = (rotatedValue8_g11779).xy; + #else + float2 staticSwitch16_g11775 = staticSwitch9_g11775; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11775 = ( ( _UVScrollSpeed * temp_output_25_0_g11775 ) + staticSwitch16_g11775 ); + #else + float2 staticSwitch14_g11775 = staticSwitch16_g11775; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11777 = ( ( _PixelatePixelDensity * ( appendResult35_g11777 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11777 = clamp( ( floor( ( MultFactor30_g11777 * ( staticSwitch14_g11775 + ( float2( 0.5,0.5 ) / MultFactor30_g11777 ) ) ) ) / MultFactor30_g11777 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11775 = clampResult46_g11777; + #else + float2 staticSwitch4_g11775 = staticSwitch14_g11775; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11775 = ( ( ( staticSwitch4_g11775 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11775 = staticSwitch4_g11775; + #endif + float2 temp_output_1_0_g11786 = staticSwitch24_g11775; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11786 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11775.y + ( _WiggleSpeed * temp_output_25_0_g11775 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11786 = ( temp_output_7_0_g11786 * temp_output_1_0_g11786.y ); + #else + float staticSwitch18_g11786 = temp_output_7_0_g11786; + #endif + float2 appendResult12_g11786 = (float2(staticSwitch18_g11786 , 0.0)); + float2 staticSwitch13_g11786 = ( temp_output_1_0_g11786 + appendResult12_g11786 ); + #else + float2 staticSwitch13_g11786 = temp_output_1_0_g11786; + #endif + float2 temp_output_484_0 = staticSwitch13_g11786; + float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11753 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 ); + float linValue16_g11757 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11754 = shaderPosition235; + float linValue16_g11755 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11754 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11756; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11754; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11787 = staticSwitch485; + float2 break11_g11787 = float2( 0,0 ); + float2 break10_g11787 = float2( 1,1 ); + float2 break9_g11787 = spriteRectMin376; + float2 break8_g11787 = spriteRectMax377; + float2 appendResult15_g11787 = (float2( (break9_g11787.x + ( break14_g11787.x - break11_g11787.x ) * ( break8_g11787.x - break9_g11787.x ) / ( break10_g11787.x - break11_g11787.x ) ) , (break9_g11787.y + ( break14_g11787.y - break11_g11787.y ) * ( break8_g11787.y - break9_g11787.y ) / ( break10_g11787.y - break11_g11787.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11787 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11837 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11837 ) ) / appendResult7_g11837 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11733 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11734 = _MainTex; + float4 textureTexelSize3_g11734 = _MainTex_TexelSize; + float2 uvs3_g11734 = temp_output_1_0_g11733; + float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); + float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; + #else + float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11745 = temp_output_10_0_g11735; + float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); + float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; + float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; + float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); + float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float temp_output_2_0_g11736 = temp_output_10_0_g11735; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float temp_output_2_0_g11742 = temp_output_10_0_g11735; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11739 = temp_output_10_0_g11735; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11733 = staticSwitch8_g11733; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; + float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); + float temp_output_2_0_g11749 = _SharpenOffset; + float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; + float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; + float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); + float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); + float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; + float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); + float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); + float4 staticSwitch12_g11733 = appendResult24_g11748; + #else + float4 staticSwitch12_g11733 = staticSwitch3_g11733; + #endif + float4 temp_output_471_0 = staticSwitch12_g11733; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11752 = temp_output_471_0; + float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.color).rgb ) , temp_output_1_0_g11752.a)); + float4 staticSwitch354 = appendResult8_g11752; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11766 = originalColor191; + float4 temp_output_1_0_g11767 = temp_output_1_0_g11766; + float2 temp_output_7_0_g11766 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11767 = temp_output_7_0_g11766; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11767 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult28_g11767 = clamp( ( ( ( localMyCustomExpression16_g11768 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11767 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11767 = lerp( (temp_output_1_0_g11767).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11767 ) * _SmokeDarkEdge )); + float4 appendResult31_g11767 = (float4(lerpResult34_g11767 , ( clampResult28_g11767 * _SmokeAlpha * temp_output_1_0_g11767.a ))); + float4 staticSwitch2_g11766 = appendResult31_g11767; + #else + float4 staticSwitch2_g11766 = temp_output_1_0_g11766; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11769 = staticSwitch2_g11766; + float2 temp_output_57_0_g11769 = temp_output_7_0_g11766; + float4 tex2DNode3_g11769 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11769 ); + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11769 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + float clampResult37_g11769 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11769.r + ( localMyCustomExpression16_g11770 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11769 = (float4((temp_output_1_0_g11769).rgb , ( temp_output_1_0_g11769.a * pow( clampResult37_g11769 , ( _CustomFadeSmoothness / max( tex2DNode3_g11769.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11766 = appendResult13_g11769; + #else + float4 staticSwitch3_g11766 = staticSwitch2_g11766; + #endif + float4 temp_output_1_0_g11771 = staticSwitch3_g11766; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11772 = temp_output_1_0_g11771; + float2 appendResult4_g11772 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11772 = ( appendResult4_g11772 * _CheckerboardTiling * 0.5 ); + float2 break12_g11772 = step( ( ceil( temp_output_44_0_g11772 ) - temp_output_44_0_g11772 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11772 = (float4(( (temp_output_1_0_g11772).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11772.x + break12_g11772.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11772.a)); + float4 staticSwitch2_g11771 = appendResult42_g11772; + #else + float4 staticSwitch2_g11771 = temp_output_1_0_g11771; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11773 = finalUV146; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11773 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float saferPower57_g11773 = abs( max( ( temp_output_75_0_g11773.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11773 = max( _FlameRadius , 0.01 ); + float clampResult70_g11773 = clamp( ( ( ( localMyCustomExpression16_g11774 * pow( saferPower57_g11773 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11773 - distance( temp_output_75_0_g11773 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11773 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11773 = ( clampResult70_g11773 * _FlameBrightness ); + float4 appendResult31_g11773 = (float4(temp_output_63_0_g11773 , temp_output_63_0_g11773 , temp_output_63_0_g11773 , clampResult70_g11773)); + float4 staticSwitch6_g11771 = ( appendResult31_g11773 * staticSwitch2_g11771 ); + #else + float4 staticSwitch6_g11771 = staticSwitch2_g11771; + #endif + float4 temp_output_3_0_g11788 = staticSwitch6_g11771; + float4 temp_output_1_0_g11820 = temp_output_3_0_g11788; + float4 appendResult91_g11820 = (float4((temp_output_1_0_g11820).rgb , 1.0)); + float2 temp_output_1_0_g11788 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11820 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11788 ); + #else + float4 staticSwitch81_g11820 = appendResult91_g11820; + #endif + float3 break82_g11820 = (staticSwitch81_g11820).xyz; + float temp_output_84_0_g11820 = max( ( break82_g11820.x + break82_g11820.y + break82_g11820.z ) , 0.001 ); + float4 break71_g11820 = ( ( _RecolorRGBRedTint * ( break82_g11820.x / temp_output_84_0_g11820 ) ) + ( _RecolorRGBGreenTint * ( break82_g11820.y / temp_output_84_0_g11820 ) ) + ( ( break82_g11820.z / temp_output_84_0_g11820 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11820 = (float3(break71_g11820.r , break71_g11820.g , break71_g11820.b)); + float4 break2_g11821 = temp_output_1_0_g11820; + float saferPower57_g11820 = abs( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) ); + float3 lerpResult26_g11820 = lerp( (temp_output_1_0_g11820).rgb , ( appendResult56_g11820 * pow( saferPower57_g11820 , ( max( break71_g11820.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11820.w * _RecolorRGBFade )); + float4 appendResult30_g11820 = (float4(lerpResult26_g11820 , temp_output_1_0_g11820.a)); + float4 staticSwitch43_g11788 = appendResult30_g11820; + #else + float4 staticSwitch43_g11788 = temp_output_3_0_g11788; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11818 = staticSwitch43_g11788; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11818 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11788 ); + #else + float4 staticSwitch62_g11818 = temp_output_1_0_g11818; + #endif + float3 hsvTorgb33_g11818 = RGBToHSV( staticSwitch62_g11818.rgb ); + float temp_output_43_0_g11818 = ( ( hsvTorgb33_g11818.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11818 = 0; + if( temp_output_43_0_g11818 >= 0.8333333 ) + ifLocalVar46_g11818 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11818 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.6666667 ) + ifLocalVar44_g11818 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11818 = ifLocalVar46_g11818; + float4 ifLocalVar47_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.3333333 ) + ifLocalVar47_g11818 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11818 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.1666667 ) + ifLocalVar45_g11818 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11818 = ifLocalVar47_g11818; + float4 ifLocalVar35_g11818 = 0; + if( temp_output_43_0_g11818 >= 0.5 ) + ifLocalVar35_g11818 = ifLocalVar44_g11818; + else + ifLocalVar35_g11818 = ifLocalVar45_g11818; + float4 break55_g11818 = ifLocalVar35_g11818; + float3 appendResult56_g11818 = (float3(break55_g11818.r , break55_g11818.g , break55_g11818.b)); + float4 break2_g11819 = temp_output_1_0_g11818; + float saferPower57_g11818 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) ); + float3 lerpResult26_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( appendResult56_g11818 * pow( saferPower57_g11818 , max( ( break55_g11818.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11818.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11818 = (float4(lerpResult26_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch9_g11788 = appendResult30_g11818; + #else + float4 staticSwitch9_g11788 = staticSwitch43_g11788; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11792 = staticSwitch9_g11788; + float3 temp_output_2_0_g11792 = (temp_output_1_0_g11792).rgb; + float3 In115_g11792 = temp_output_2_0_g11792; + float3 From115_g11792 = (_ColorReplaceFromColor).rgb; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 To115_g11792 = ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11792 = _ColorReplaceSmoothness; + float Range115_g11792 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11792 = MyCustomExpression115_g11792( In115_g11792 , From115_g11792 , To115_g11792 , Fuzziness115_g11792 , Range115_g11792 ); + float3 lerpResult112_g11792 = lerp( temp_output_2_0_g11792 , localMyCustomExpression115_g11792 , _ColorReplaceFade); + float4 appendResult4_g11792 = (float4(lerpResult112_g11792 , temp_output_1_0_g11792.a)); + float4 staticSwitch29_g11788 = appendResult4_g11792; + #else + float4 staticSwitch29_g11788 = staticSwitch9_g11788; + #endif + float4 temp_output_1_0_g11805 = staticSwitch29_g11788; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11805 = (temp_output_1_0_g11805).rgb; + float3 lerpResult3_g11805 = lerp( temp_output_9_0_g11805 , ( 1.0 - temp_output_9_0_g11805 ) , _NegativeFade); + float4 appendResult8_g11805 = (float4(lerpResult3_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch4_g11805 = appendResult8_g11805; + #else + float4 staticSwitch4_g11805 = temp_output_1_0_g11805; + #endif + float4 temp_output_57_0_g11788 = staticSwitch4_g11805; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11828 = temp_output_57_0_g11788; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11828 = (float4(pow( max( (temp_output_1_0_g11828).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11828.a)); + float4 staticSwitch32_g11788 = appendResult4_g11828; + #else + float4 staticSwitch32_g11788 = temp_output_57_0_g11788; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11803 = staticSwitch32_g11788; + float4 appendResult6_g11803 = (float4(( (temp_output_2_0_g11803).rgb * _Brightness ) , temp_output_2_0_g11803.a)); + float4 staticSwitch33_g11788 = appendResult6_g11803; + #else + float4 staticSwitch33_g11788 = staticSwitch32_g11788; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11804 = staticSwitch33_g11788; + float3 hsvTorgb1_g11804 = RGBToHSV( temp_output_2_0_g11804.rgb ); + float3 hsvTorgb3_g11804 = HSVToRGB( float3(( hsvTorgb1_g11804.x + _Hue ),hsvTorgb1_g11804.y,hsvTorgb1_g11804.z) ); + float4 appendResult8_g11804 = (float4(hsvTorgb3_g11804 , temp_output_2_0_g11804.a)); + float4 staticSwitch36_g11788 = appendResult8_g11804; + #else + float4 staticSwitch36_g11788 = staticSwitch33_g11788; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11822 = staticSwitch36_g11788; + float4 break2_g11823 = temp_output_1_0_g11822; + float temp_output_3_0_g11822 = ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ); + float clampResult25_g11822 = clamp( ( ( ( ( temp_output_3_0_g11822 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11822 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11822); + float3 lerpResult11_g11822 = lerp( (temp_output_1_0_g11822).rgb , ( lerpResult6_g11822 * pow( max( temp_output_3_0_g11822 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11822 = (float4(lerpResult11_g11822 , temp_output_1_0_g11822.a)); + float4 staticSwitch30_g11788 = appendResult18_g11822; + #else + float4 staticSwitch30_g11788 = staticSwitch36_g11788; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11800 = staticSwitch30_g11788; + float3 temp_output_4_0_g11800 = (temp_output_1_0_g11800).rgb; + float4 break12_g11800 = temp_output_1_0_g11800; + float3 lerpResult7_g11800 = lerp( temp_output_4_0_g11800 , ( temp_output_4_0_g11800 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11800.r , break12_g11800.g ) , break12_g11800.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11800 = lerp( temp_output_4_0_g11800 , lerpResult7_g11800 , _BlackTintFade); + float4 appendResult11_g11800 = (float4(lerpResult13_g11800 , break12_g11800.a)); + float4 staticSwitch20_g11788 = appendResult11_g11800; + #else + float4 staticSwitch20_g11788 = staticSwitch30_g11788; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11814 = staticSwitch20_g11788; + float4 break2_g11816 = temp_output_1_0_g11814; + float2 temp_output_65_0_g11814 = shaderPosition235; + float linValue16_g11815 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11814 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11815 = MyCustomExpression16_g11815( linValue16_g11815 ); + float clampResult53_g11814 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11814 ) ) + ( localMyCustomExpression16_g11815 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11814 = lerp( (temp_output_1_0_g11814).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11814 )); + float4 appendResult9_g11814 = (float4(lerpResult7_g11814 , (temp_output_1_0_g11814).a)); + float4 staticSwitch17_g11788 = appendResult9_g11814; + #else + float4 staticSwitch17_g11788 = staticSwitch20_g11788; + #endif + float temp_output_39_0_g11788 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11806 = staticSwitch17_g11788; + float3 hsvTorgb15_g11806 = RGBToHSV( (temp_output_1_0_g11806).rgb ); + float3 hsvTorgb19_g11806 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _ShiftHueSpeed ) + hsvTorgb15_g11806.x ),hsvTorgb15_g11806.y,hsvTorgb15_g11806.z) ); + float4 appendResult6_g11806 = (float4(hsvTorgb19_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch19_g11788 = appendResult6_g11806; + #else + float4 staticSwitch19_g11788 = staticSwitch17_g11788; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11810 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11810 = staticSwitch19_g11788; + float4 break2_g11812 = temp_output_1_0_g11810; + float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11811 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11810 = ( _AddHueFade * ( tex2DNode3_g11811.r * tex2DNode3_g11811.a ) ); + #else + float staticSwitch33_g11810 = _AddHueFade; + #endif + float4 appendResult6_g11810 = (float4(( ( hsvTorgb19_g11810 * pow( max( ( ( break2_g11812.x + break2_g11812.x + break2_g11812.y + break2_g11812.y + break2_g11812.y + break2_g11812.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11810 ) + (temp_output_1_0_g11810).rgb ) , temp_output_1_0_g11810.a)); + float4 staticSwitch23_g11788 = appendResult6_g11810; + #else + float4 staticSwitch23_g11788 = staticSwitch19_g11788; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11807 = staticSwitch23_g11788; + float4 break2_g11808 = temp_output_1_0_g11807; + float3 temp_output_13_0_g11807 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11807 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11807 = ( (tex2DNode30_g11807).rgb * temp_output_13_0_g11807 * tex2DNode30_g11807.a ); + #else + float3 staticSwitch27_g11807 = temp_output_13_0_g11807; + #endif + float4 appendResult21_g11807 = (float4(( (temp_output_1_0_g11807).rgb + ( pow( max( ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11807 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11788 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11807.a)); + float4 staticSwitch28_g11788 = appendResult21_g11807; + #else + float4 staticSwitch28_g11788 = staticSwitch23_g11788; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11795 = staticSwitch28_g11788; + float4 break2_g11796 = temp_output_1_0_g11795; + float3 temp_cast_46 = (( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 )).xxx; + float3 lerpResult5_g11795 = lerp( temp_cast_46 , (temp_output_1_0_g11795).rgb , _Saturation); + float4 appendResult8_g11795 = (float4(lerpResult5_g11795 , temp_output_1_0_g11795.a)); + float4 staticSwitch38_g11788 = appendResult8_g11795; + #else + float4 staticSwitch38_g11788 = staticSwitch28_g11788; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11797 = staticSwitch38_g11788; + float3 temp_output_82_0_g11797 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11797 = temp_output_1_0_g11788; + float temp_output_179_0_g11797 = temp_output_39_0_g11788; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11797 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11797 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11797 ) ) )).rgb * temp_output_82_0_g11797 ); + #else + float3 staticSwitch187_g11797 = temp_output_82_0_g11797; + #endif + float linValue16_g11799 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11797 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11797 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11799 = MyCustomExpression16_g11799( linValue16_g11799 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11797 = ( ( localMyCustomExpression16_g11799 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11797 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11797 = ( staticSwitch169_g11797 + temp_output_7_0_g11797 ); + float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11798 = appendResult2_g11798; + #else + float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 ); + #endif + float2 temp_output_25_0_g11797 = staticSwitch9_g11798; + float temp_output_178_0_g11797 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11797 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) ) ); + float3 lerpResult176_g11797 = lerp( (temp_output_15_0_g11797).rgb , staticSwitch187_g11797 , temp_output_178_0_g11797); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11797 = ( temp_output_178_0_g11797 * temp_output_15_0_g11797.a ); + #else + float staticSwitch188_g11797 = temp_output_15_0_g11797.a; + #endif + float4 appendResult177_g11797 = (float4(lerpResult176_g11797 , staticSwitch188_g11797)); + float4 staticSwitch12_g11788 = appendResult177_g11797; + #else + float4 staticSwitch12_g11788 = staticSwitch38_g11788; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11825 = staticSwitch12_g11788; + float3 temp_output_82_0_g11825 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11825 = temp_output_1_0_g11788; + float temp_output_186_0_g11825 = temp_output_39_0_g11788; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11825 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11825 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11825 ) ) )).rgb * temp_output_82_0_g11825 ); + #else + float3 staticSwitch199_g11825 = temp_output_82_0_g11825; + #endif + float temp_output_182_0_g11825 = ( ( 1.0 - temp_output_15_0_g11825.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11825 = 1.0; + #else + float staticSwitch203_g11825 = temp_output_182_0_g11825; + #endif + float3 lerpResult178_g11825 = lerp( (temp_output_15_0_g11825).rgb , staticSwitch199_g11825 , staticSwitch203_g11825); + float3 lerpResult170_g11825 = lerp( lerpResult178_g11825 , staticSwitch199_g11825 , staticSwitch203_g11825); + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11825 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11825 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11825 = ( ( localMyCustomExpression16_g11826 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11825 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11825 = ( staticSwitch157_g11825 + temp_output_7_0_g11825 ); + float2 appendResult10_g11827 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11827 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11827 = appendResult2_g11827; + #else + float2 staticSwitch9_g11827 = ( float2( 100,100 ) / appendResult10_g11827 ); + #endif + float2 temp_output_25_0_g11825 = staticSwitch9_g11827; + float lerpResult168_g11825 = lerp( temp_output_15_0_g11825.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11825 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11825 = ( temp_output_182_0_g11825 * lerpResult168_g11825 ); + #else + float staticSwitch200_g11825 = lerpResult168_g11825; + #endif + float4 appendResult174_g11825 = (float4(lerpResult170_g11825 , staticSwitch200_g11825)); + float4 staticSwitch13_g11788 = appendResult174_g11825; + #else + float4 staticSwitch13_g11788 = staticSwitch12_g11788; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11802 = staticSwitch13_g11788; + float3 temp_output_82_0_g11802 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11802 = temp_output_1_0_g11788; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11802 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11802 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11788 ) ) )).rgb * temp_output_82_0_g11802 ); + #else + float3 staticSwitch199_g11802 = temp_output_82_0_g11802; + #endif + float temp_output_213_0_g11802 = ( _PixelOutlineFade * step( temp_output_15_0_g11802.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11802 = ( ( 1.0 - temp_output_15_0_g11802.a ) * min( ( temp_output_213_0_g11802 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11802 = 1.0; + #else + float staticSwitch203_g11802 = temp_output_182_0_g11802; + #endif + float3 lerpResult178_g11802 = lerp( (temp_output_15_0_g11802).rgb , staticSwitch199_g11802 , staticSwitch203_g11802); + float3 lerpResult170_g11802 = lerp( lerpResult178_g11802 , staticSwitch199_g11802 , staticSwitch203_g11802); + float2 appendResult206_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11802 = ( float2( 1,1 ) / appendResult206_g11802 ); + float lerpResult168_g11802 = lerp( temp_output_15_0_g11802.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11802 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11802); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11802 = ( temp_output_182_0_g11802 * lerpResult168_g11802 ); + #else + float staticSwitch200_g11802 = lerpResult168_g11802; + #endif + float4 appendResult174_g11802 = (float4(lerpResult170_g11802 , staticSwitch200_g11802)); + float4 staticSwitch48_g11788 = appendResult174_g11802; + #else + float4 staticSwitch48_g11788 = staticSwitch13_g11788; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11789 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11788 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11789 = staticSwitch48_g11788; + float4 break2_g11790 = temp_output_5_0_g11789; + float4 appendResult12_g11789 = (float4(( ( lerpResult15_g11789 * _PingPongGlowFade * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11789).rgb ) , temp_output_5_0_g11789.a)); + float4 staticSwitch46_g11788 = appendResult12_g11789; + #else + float4 staticSwitch46_g11788 = staticSwitch48_g11788; + #endif + float4 temp_output_361_0 = staticSwitch46_g11788; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11830 = temp_output_361_0; + float4 break2_g11831 = temp_output_1_0_g11830; + float temp_output_44_0_g11830 = unity_OrthoParams.y; + float4 appendResult22_g11830 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11831.x + break2_g11831.x + break2_g11831.y + break2_g11831.y + break2_g11831.y + break2_g11831.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11830 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11830 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11830.a ))); + float4 lerpResult37_g11830 = lerp( temp_output_1_0_g11830 , appendResult22_g11830 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11830; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11833 = staticSwitch56; + float4 break2_g11835 = temp_output_1_0_g11833; + float temp_output_34_0_g11833 = shaderTime237; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11833 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float3 hsvTorgb3_g11836 = HSVToRGB( float3(( localMyCustomExpression16_g11834 + ( temp_output_34_0_g11833 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11836 ) , glitchFade152); + float4 appendResult27_g11833 = (float4(lerpResult23_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch57 = appendResult27_g11833; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11838 = staticSwitch57; + float4 temp_output_1_0_g11868 = temp_output_3_0_g11838; + float2 temp_output_41_0_g11838 = shaderPosition235; + float2 temp_output_99_0_g11868 = temp_output_41_0_g11838; + float temp_output_40_0_g11838 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11838 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11868 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11868 = ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11868 ); + #else + float2 staticSwitch101_g11868 = temp_output_99_0_g11868; + #endif + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11868 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult52_g11868 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11870 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11868 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11868 ) , clampResult52_g11868); + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11868 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float clampResult65_g11868 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11872 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11868 = lerp( lerpResult55_g11868 , ( _CamouflageColorB * clampResult65_g11868 ) , clampResult65_g11868); + float4 break2_g11871 = temp_output_1_0_g11868; + float3 lerpResult4_g11868 = lerp( (temp_output_1_0_g11868).rgb , ( (lerpResult68_g11868).rgb * pow( max( ( ( break2_g11871.x + break2_g11871.x + break2_g11871.y + break2_g11871.y + break2_g11871.y + break2_g11871.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11868 = (float4(lerpResult4_g11868 , temp_output_1_0_g11868.a)); + float4 staticSwitch26_g11838 = appendResult7_g11868; + #else + float4 staticSwitch26_g11838 = temp_output_3_0_g11838; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11861 = staticSwitch26_g11838; + float temp_output_59_0_g11861 = temp_output_40_0_g11838; + float2 temp_output_58_0_g11861 = temp_output_41_0_g11838; + float linValue16_g11862 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11861 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11861 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11862 = MyCustomExpression16_g11862( linValue16_g11862 ); + float linValue16_g11864 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11862 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11861 * _MetalNoiseSpeed ) + temp_output_58_0_g11861 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11864 = MyCustomExpression16_g11864( linValue16_g11864 ); + float4 break2_g11863 = temp_output_1_0_g11861; + float temp_output_5_0_g11861 = ( ( break2_g11863.x + break2_g11863.x + break2_g11863.y + break2_g11863.y + break2_g11863.y + break2_g11863.z ) / 6.0 ); + float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11866 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11861 = ( _MetalFade * ( tex2DNode3_g11866.r * tex2DNode3_g11866.a ) ); + #else + float staticSwitch60_g11861 = _MetalFade; + #endif + float4 lerpResult45_g11861 = lerp( temp_output_1_0_g11861 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11864 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11861); + float4 appendResult8_g11861 = (float4((lerpResult45_g11861).rgb , (temp_output_1_0_g11861).a)); + float4 staticSwitch28_g11838 = appendResult8_g11861; + #else + float4 staticSwitch28_g11838 = staticSwitch26_g11838; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11853 = staticSwitch28_g11838; + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_7_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float2 temp_output_72_0_g11853 = temp_output_41_0_g11838; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11853 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float temp_output_73_0_g11853 = temp_output_40_0_g11838; + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11853 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11853 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11858 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11853 * _FrozenHighlightSpeed ) + temp_output_72_0_g11853 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11858 = MyCustomExpression16_g11858( linValue16_g11858 ); + float3 lerpResult57_g11853 = lerp( (temp_output_1_0_g11853).rgb , ( ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11855 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11858 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11853 = (float4(lerpResult57_g11853 , temp_output_1_0_g11853.a)); + float4 staticSwitch29_g11838 = appendResult26_g11853; + #else + float4 staticSwitch29_g11838 = staticSwitch28_g11838; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11847 = staticSwitch29_g11838; + float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; + float4 break2_g11851 = float4( temp_output_28_0_g11847 , 0.0 ); + float2 temp_output_72_0_g11847 = temp_output_41_0_g11838; + float linValue16_g11850 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11850 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11847 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float clampResult68_g11847 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11848 ) , 0.0 , 1.0 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_15_0_g11847 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11847 , _BurnPosition ) ) + ( localMyCustomExpression16_g11849 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11847 = clamp( temp_output_15_0_g11847 , 0.0 , 1.0 ); + float3 lerpResult29_g11847 = lerp( temp_output_28_0_g11847 , ( pow( max( ( ( break2_g11851.x + break2_g11851.x + break2_g11851.y + break2_g11851.y + break2_g11851.y + break2_g11851.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11847 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11847); + float3 lerpResult40_g11847 = lerp( temp_output_28_0_g11847 , ( lerpResult29_g11847 + ( ( step( temp_output_15_0_g11847 , 1.0 ) * step( 0.0 , temp_output_15_0_g11847 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11847 = (float4(lerpResult40_g11847 , temp_output_1_0_g11847.a)); + float4 staticSwitch32_g11838 = appendResult43_g11847; + #else + float4 staticSwitch32_g11838 = staticSwitch29_g11838; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11843 = temp_output_41_0_g11838; + float linValue16_g11844 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11843 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 ); + float3 hsvTorgb3_g11846 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11843 , _RainbowCenter ) + ( localMyCustomExpression16_g11844 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11838 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11843 = RGBToHSV( hsvTorgb3_g11846 ); + float3 hsvTorgb37_g11843 = HSVToRGB( float3(hsvTorgb36_g11843.x,_RainbowSaturation,( hsvTorgb36_g11843.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11843 = staticSwitch32_g11838; + float4 break2_g11845 = temp_output_1_0_g11843; + float saferPower24_g11843 = abs( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ); + float4 appendResult29_g11843 = (float4(( ( hsvTorgb37_g11843 * pow( saferPower24_g11843 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11843).rgb ) , temp_output_1_0_g11843.a)); + float4 staticSwitch34_g11838 = appendResult29_g11843; + #else + float4 staticSwitch34_g11838 = staticSwitch32_g11838; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11839 = staticSwitch34_g11838; + float3 temp_output_57_0_g11839 = (temp_output_1_0_g11839).rgb; + float4 break2_g11841 = temp_output_1_0_g11839; + float3 temp_cast_69 = (( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 )).xxx; + float3 lerpResult92_g11839 = lerp( temp_cast_69 , temp_output_57_0_g11839 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11839 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11838 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11839 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11839 = clamp( ( ( ( sin( ( rotatedValue69_g11839.x - ( temp_output_40_0_g11838 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11839 ) ) / temp_output_103_0_g11839 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11840 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11839 = ( _ShineFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) ); + #else + float staticSwitch98_g11839 = _ShineFade; + #endif + float4 appendResult8_g11839 = (float4(( temp_output_57_0_g11839 + ( ( pow( max( lerpResult92_g11839 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11839 * staticSwitch98_g11839 ) ) , (temp_output_1_0_g11839).a)); + float4 staticSwitch36_g11838 = appendResult8_g11839; + #else + float4 staticSwitch36_g11838 = staticSwitch34_g11838; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11874 = temp_output_40_0_g11838; + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11874 * _PoisonNoiseSpeed ) + temp_output_41_0_g11838 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float3 temp_output_24_0_g11874 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11874 = staticSwitch36_g11838; + float3 temp_output_28_0_g11874 = (temp_output_1_0_g11874).rgb; + float4 break2_g11875 = float4( temp_output_28_0_g11874 , 0.0 ); + float3 lerpResult32_g11874 = lerp( temp_output_28_0_g11874 , ( temp_output_24_0_g11874 * ( ( break2_g11875.x + break2_g11875.x + break2_g11875.y + break2_g11875.y + break2_g11875.y + break2_g11875.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11874 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11876 + ( temp_output_41_0_g11874 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11874 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11874 ) , temp_output_1_0_g11874.a)); + float4 staticSwitch39_g11838 = appendResult27_g11874; + #else + float4 staticSwitch39_g11838 = staticSwitch36_g11838; + #endif + float4 temp_output_10_0_g11878 = staticSwitch39_g11838; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11878 = (temp_output_10_0_g11878).rgb; + float2 temp_output_2_0_g11878 = temp_output_41_0_g11838; + float temp_output_1_0_g11878 = temp_output_40_0_g11838; + float2 temp_output_6_0_g11878 = ( temp_output_1_0_g11878 * _EnchantedSpeed ); + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11878 - ( ( temp_output_6_0_g11878 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float linValue16_g11879 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11878 + temp_output_2_0_g11878 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); + float temp_output_36_0_g11878 = ( localMyCustomExpression16_g11881 + localMyCustomExpression16_g11879 ); + float temp_output_43_0_g11878 = ( temp_output_36_0_g11878 * 0.5 ); + float3 lerpResult42_g11878 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11878); + float3 hsvTorgb53_g11878 = HSVToRGB( float3(( ( temp_output_43_0_g11878 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11878 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11878 = hsvTorgb53_g11878; + #else + float3 staticSwitch50_g11878 = lerpResult42_g11878; + #endif + float4 break2_g11880 = temp_output_10_0_g11878; + float3 temp_output_40_0_g11878 = ( staticSwitch50_g11878 * pow( max( ( ( break2_g11880.x + break2_g11880.x + break2_g11880.y + break2_g11880.y + break2_g11880.y + break2_g11880.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11878 = ( max( ( temp_output_36_0_g11878 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11878 = lerp( temp_output_12_0_g11878 , temp_output_40_0_g11878 , temp_output_45_0_g11878); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11878 = lerpResult44_g11878; + #else + float3 staticSwitch47_g11878 = ( temp_output_12_0_g11878 + ( temp_output_40_0_g11878 * temp_output_45_0_g11878 ) ); + #endif + float4 appendResult19_g11878 = (float4(staticSwitch47_g11878 , temp_output_10_0_g11878.a)); + float4 staticSwitch11_g11878 = appendResult19_g11878; + #else + float4 staticSwitch11_g11878 = temp_output_10_0_g11878; + #endif + float4 temp_output_1_0_g11883 = staticSwitch11_g11878; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11883 = temp_output_1_0_g11883; + float3 appendResult32_g11883 = (float3(break5_g11883.r , break5_g11883.g , break5_g11883.b)); + float4 break2_g11884 = temp_output_1_0_g11883; + float temp_output_4_0_g11883 = ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ); + float temp_output_11_0_g11883 = ( ( ( temp_output_4_0_g11883 + ( temp_output_40_0_g11838 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11883 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11883 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11883 = HSVToRGB( float3(temp_output_11_0_g11883,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11883 = hsvTorgb12_g11883; + #else + float3 staticSwitch26_g11883 = ( lerpResult20_g11883 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11883 = lerp( appendResult32_g11883 , ( staticSwitch26_g11883 * pow( max( temp_output_4_0_g11883 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11883 = (float4(lerpResult31_g11883 , break5_g11883.a)); + float4 staticSwitch33_g11883 = appendResult6_g11883; + #else + float4 staticSwitch33_g11883 = temp_output_1_0_g11883; + #endif + float4 temp_output_5_0_g11890 = staticSwitch33_g11883; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11890 = temp_output_5_0_g11890; + float3 appendResult11_g11890 = (float3(break6_g11890.r , break6_g11890.g , break6_g11890.b)); + float temp_output_27_0_g11890 = temp_output_40_0_g11838; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11890 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11890 ) ); + #else + float2 staticSwitch73_g11890 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11890 = ( ( _TextureLayer1Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11890 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11891 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11890 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11891 = _TextureLayer1Columns; + int Height10_g11891 = _TextureLayer1Rows; + float Tile10_g11891 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11890 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11891 = float2( 0,1 ); + float2 localMyCustomExpression10_g11891 = MyCustomExpression10_g11891( UV10_g11891 , Width10_g11891 , Height10_g11891 , Tile10_g11891 , Invert10_g11891 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11890 = localMyCustomExpression10_g11891; + #else + float2 staticSwitch20_g11890 = temp_output_72_0_g11890; + #endif + float4 tex2DNode3_g11890 = tex2D( _TextureLayer1Texture, staticSwitch20_g11890 ); + float3 appendResult13_g11890 = (float3(tex2DNode3_g11890.r , tex2DNode3_g11890.g , tex2DNode3_g11890.b)); + float3 appendResult18_g11890 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11890 = ( appendResult13_g11890 * appendResult18_g11890 ); + float4 break2_g11892 = temp_output_5_0_g11890; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11890 ); + #else + float3 staticSwitch80_g11890 = temp_output_16_0_g11890; + #endif + float3 lerpResult12_g11890 = lerp( appendResult11_g11890 , staticSwitch80_g11890 , ( tex2DNode3_g11890.a * _TextureLayer1Fade )); + float4 appendResult14_g11890 = (float4(lerpResult12_g11890 , break6_g11890.a)); + float4 staticSwitch15_g11890 = appendResult14_g11890; + #else + float4 staticSwitch15_g11890 = temp_output_5_0_g11890; + #endif + float4 temp_output_5_0_g11886 = staticSwitch15_g11890; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11886 = temp_output_5_0_g11886; + float3 appendResult11_g11886 = (float3(break6_g11886.r , break6_g11886.g , break6_g11886.b)); + float temp_output_27_0_g11886 = temp_output_40_0_g11838; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11886 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11886 ) ); + #else + float2 staticSwitch73_g11886 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11886 = ( ( _TextureLayer2Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11886 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11887 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11886 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11887 = _TextureLayer2Columns; + int Height10_g11887 = _TextureLayer2Rows; + float Tile10_g11887 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11886 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11887 = float2( 0,1 ); + float2 localMyCustomExpression10_g11887 = MyCustomExpression10_g11887( UV10_g11887 , Width10_g11887 , Height10_g11887 , Tile10_g11887 , Invert10_g11887 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11886 = localMyCustomExpression10_g11887; + #else + float2 staticSwitch20_g11886 = temp_output_72_0_g11886; + #endif + float4 tex2DNode3_g11886 = tex2D( _TextureLayer2Texture, staticSwitch20_g11886 ); + float3 appendResult13_g11886 = (float3(tex2DNode3_g11886.r , tex2DNode3_g11886.g , tex2DNode3_g11886.b)); + float3 appendResult18_g11886 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11886 = ( appendResult13_g11886 * appendResult18_g11886 ); + float4 break2_g11888 = temp_output_5_0_g11886; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11886 ); + #else + float3 staticSwitch84_g11886 = temp_output_16_0_g11886; + #endif + float3 lerpResult12_g11886 = lerp( appendResult11_g11886 , staticSwitch84_g11886 , ( tex2DNode3_g11886.a * _TextureLayer2Fade )); + float4 appendResult14_g11886 = (float4(lerpResult12_g11886 , break6_g11886.a)); + float4 staticSwitch15_g11886 = appendResult14_g11886; + #else + float4 staticSwitch15_g11886 = temp_output_5_0_g11886; + #endif + float4 temp_output_473_0 = staticSwitch15_g11886; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11894 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11894 = (float4(break4_g11894.r , break4_g11894.g , break4_g11894.b , ( break4_g11894.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11894; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11895 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )); + float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11895; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11896 = staticSwitch75; + float4 temp_output_1_0_g11897 = temp_output_1_0_g11896; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11897 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11896 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 ); + float clampResult17_g11897 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11897 ) ) - localMyCustomExpression16_g11898 ) / temp_output_53_0_g11897 ) , 0.0 , 1.0 ); + float4 appendResult3_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * clampResult17_g11897 ))); + float4 staticSwitch3_g11896 = appendResult3_g11897; + #else + float4 staticSwitch3_g11896 = temp_output_1_0_g11896; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11906 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11906 = MyCustomExpression16_g11906( linValue16_g11906 ); + float temp_output_5_0_g11905 = localMyCustomExpression16_g11906; + float temp_output_61_0_g11905 = step( temp_output_5_0_g11905 , _FullGlowDissolveFade ); + float temp_output_53_0_g11905 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11905 = staticSwitch3_g11896; + float4 appendResult3_g11905 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11905 - step( temp_output_5_0_g11905 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11905 ) ) - temp_output_53_0_g11905 ) ) ) ) + (temp_output_1_0_g11905).rgb ) , ( temp_output_1_0_g11905.a * temp_output_61_0_g11905 ))); + float4 staticSwitch5_g11896 = appendResult3_g11905; + #else + float4 staticSwitch5_g11896 = staticSwitch3_g11896; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11907 = staticSwitch5_g11896; + float2 temp_output_76_0_g11907 = temp_output_18_0_g11896; + float linValue16_g11908 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11907 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11908 = MyCustomExpression16_g11908( linValue16_g11908 ); + float clampResult17_g11907 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11907 ) + ( localMyCustomExpression16_g11908 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11907 = (float4((temp_output_1_0_g11907).rgb , ( temp_output_1_0_g11907.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11907 ) ):( clampResult17_g11907 )) ))); + float4 staticSwitch8_g11896 = appendResult3_g11907; + #else + float4 staticSwitch8_g11896 = staticSwitch5_g11896; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11903 = temp_output_18_0_g11896; + float linValue16_g11904 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11903 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11904 = MyCustomExpression16_g11904( linValue16_g11904 ); + float temp_output_65_0_g11903 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11903 ) + ( localMyCustomExpression16_g11904 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11903 = step( temp_output_65_0_g11903 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11903 = step( temp_output_65_0_g11903 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11903 = staticSwitch8_g11896; + float4 appendResult3_g11903 = (float4(( ( max( ( temp_output_75_0_g11903 - temp_output_76_0_g11903 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11903).rgb ) , ( temp_output_1_0_g11903.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11903 ) ):( temp_output_75_0_g11903 )) ))); + float4 staticSwitch9_g11896 = appendResult3_g11903; + #else + float4 staticSwitch9_g11896 = staticSwitch8_g11896; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11899 = staticSwitch9_g11896; + float2 temp_output_161_0_g11899 = temp_output_18_0_g11896; + float3 rotatedValue136_g11899 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11899 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11899 = rotatedValue136_g11899; + float linValue16_g11900 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11899 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11900 = MyCustomExpression16_g11900( linValue16_g11900 ); + float clampResult154_g11899 = clamp( ( ( break130_g11899.x + break130_g11899.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11900 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11899 = (float4((temp_output_1_0_g11899).rgb , ( temp_output_1_0_g11899.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11899 ) ):( clampResult154_g11899 )) ))); + float4 staticSwitch11_g11896 = appendResult3_g11899; + #else + float4 staticSwitch11_g11896 = staticSwitch9_g11896; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11901 = temp_output_18_0_g11896; + float3 rotatedValue136_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11901 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11901 = rotatedValue136_g11901; + float linValue16_g11902 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11901 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 ); + float temp_output_168_0_g11901 = max( ( ( break130_g11901.x + break130_g11901.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11902 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11901 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ); + float4 temp_output_1_0_g11901 = staticSwitch11_g11896; + float clampResult154_g11901 = clamp( temp_output_161_0_g11901 , 0.0 , 1.0 ); + float4 appendResult3_g11901 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11901 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ) ) ) + (temp_output_1_0_g11901).rgb ) , ( temp_output_1_0_g11901.a * clampResult154_g11901 ))); + float4 staticSwitch15_g11896 = appendResult3_g11901; + #else + float4 staticSwitch15_g11896 = staticSwitch11_g11896; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11909 = staticSwitch15_g11896; + float2 temp_output_126_0_g11909 = temp_output_18_0_g11896; + float temp_output_121_0_g11909 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11909 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11910 = (float2(temp_output_121_0_g11909 , temp_output_121_0_g11909)); + float temp_output_17_0_g11910 = length( ( (( ( abs( temp_output_126_0_g11909 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11910 ) ); + float clampResult17_g11909 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11910 ) / fwidth( temp_output_17_0_g11910 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11909 = (float4((temp_output_1_0_g11909).rgb , ( temp_output_1_0_g11909.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11909 ) ):( clampResult17_g11909 )) ))); + float4 staticSwitch13_g11896 = appendResult3_g11909; + #else + float4 staticSwitch13_g11896 = staticSwitch15_g11896; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11912 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11912 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11912 = ( temp_output_3_0_g11912 * ( (tex2DNode19_g11912).rgb * tex2DNode19_g11912.a ) ); + #else + float3 staticSwitch16_g11912 = temp_output_3_0_g11912; + #endif + float4 temp_output_1_0_g11912 = staticSwitch13_g11896; + float4 break2_g11914 = temp_output_1_0_g11912; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11912 = ( staticSwitch16_g11912 * pow( max( ( ( break2_g11914.x + break2_g11914.x + break2_g11914.y + break2_g11914.y + break2_g11914.y + break2_g11914.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11912 = staticSwitch16_g11912; + #endif + float4 appendResult6_g11912 = (float4(( ( staticSwitch17_g11912 * _AddColorFade ) + (temp_output_1_0_g11912).rgb ) , temp_output_1_0_g11912.a)); + float4 staticSwitch5_g11911 = appendResult6_g11912; + #else + float4 staticSwitch5_g11911 = staticSwitch13_g11896; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11915 = staticSwitch5_g11911; + float3 lerpResult4_g11915 = lerp( (temp_output_1_0_g11915).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11915.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11915.a ) * _AlphaTintFade )); + float4 appendResult13_g11915 = (float4(lerpResult4_g11915 , temp_output_1_0_g11915.a)); + float4 staticSwitch11_g11911 = appendResult13_g11915; + #else + float4 staticSwitch11_g11911 = staticSwitch5_g11911; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11916 = staticSwitch11_g11911; + float3 temp_output_6_0_g11916 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11916 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11916 = ( temp_output_6_0_g11916 * ( (tex2DNode23_g11916).rgb * tex2DNode23_g11916.a ) ); + #else + float3 staticSwitch21_g11916 = temp_output_6_0_g11916; + #endif + float4 break2_g11918 = temp_output_1_0_g11916; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11916 = ( pow( max( ( ( break2_g11918.x + break2_g11918.x + break2_g11918.y + break2_g11918.y + break2_g11918.y + break2_g11918.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11916 ); + #else + float3 staticSwitch22_g11916 = staticSwitch21_g11916; + #endif + float3 lerpResult7_g11916 = lerp( (temp_output_1_0_g11916).rgb , staticSwitch22_g11916 , _StrongTintFade); + float4 appendResult9_g11916 = (float4(lerpResult7_g11916 , (temp_output_1_0_g11916).a)); + float4 staticSwitch7_g11911 = appendResult9_g11916; + #else + float4 staticSwitch7_g11911 = staticSwitch11_g11911; + #endif + float4 temp_output_2_0_g11919 = staticSwitch7_g11911; + #ifdef _ENABLESHADOW_ON + float4 break4_g11921 = temp_output_2_0_g11919; + float3 appendResult5_g11921 = (float3(break4_g11921.r , break4_g11921.g , break4_g11921.b)); + float2 appendResult10_g11920 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11920 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11920 = appendResult2_g11920; + #else + float2 staticSwitch9_g11920 = ( float2( 100,100 ) / appendResult10_g11920 ); + #endif + float4 appendResult85_g11919 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11920 * _ShadowOffset ) ) ).a ))); + float4 break6_g11921 = appendResult85_g11919; + float3 appendResult7_g11921 = (float3(break6_g11921.r , break6_g11921.g , break6_g11921.b)); + float temp_output_11_0_g11921 = ( ( 1.0 - break4_g11921.a ) * break6_g11921.a ); + float temp_output_32_0_g11921 = ( break4_g11921.a + temp_output_11_0_g11921 ); + float4 appendResult18_g11921 = (float4(( ( ( appendResult5_g11921 * break4_g11921.a ) + ( appendResult7_g11921 * temp_output_11_0_g11921 ) ) * ( 1.0 / max( temp_output_32_0_g11921 , 0.01 ) ) ) , temp_output_32_0_g11921)); + float4 staticSwitch82_g11919 = appendResult18_g11921; + #else + float4 staticSwitch82_g11919 = temp_output_2_0_g11919; + #endif + float4 break4_g11922 = staticSwitch82_g11919; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11766 = 1.0; + #else + float staticSwitch8_g11766 = IN.color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11766 = 1.0; + #else + float staticSwitch9_g11766 = staticSwitch8_g11766; + #endif + float customVertexAlpha193 = staticSwitch9_g11766; + float4 appendResult5_g11922 = (float4(break4_g11922.r , break4_g11922.g , break4_g11922.b , ( break4_g11922.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11922; + float4 temp_output_1_0_g11924 = temp_output_344_0; + float4 appendResult8_g11924 = (float4(( (temp_output_1_0_g11924).rgb * (IN.color).rgb ) , temp_output_1_0_g11924.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11924; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11931 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11931 = (float4(( (temp_output_7_0_g11931).rgb / max( temp_output_7_0_g11931.a , 1E-05 ) ) , temp_output_7_0_g11931.a)); + float4 staticSwitch6_g11931 = appendResult2_g11931; + #else + float4 staticSwitch6_g11931 = temp_output_7_0_g11931; + #endif + + float2 temp_output_8_0_g11930 = finalUV146; + float3 unpack14_g11930 = UnpackNormalScale( tex2D( _NormalMap, temp_output_8_0_g11930 ), _NormalIntensity ); + unpack14_g11930.z = lerp( 1, unpack14_g11930.z, saturate(_NormalIntensity) ); + + float4 Color = staticSwitch6_g11931; + float3 Normal = unpack14_g11930; + + Color *= IN.color; + + return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS); + } + + ENDHLSL + } + + + Pass + { + Name "Sprite Forward" - Tags - { - "LightMode"="UniversalForward" - } + Tags { "LightMode"="UniversalForward" } - Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha - ZTest LEqual - ZWrite Off - Offset 0 , 0 - ColorMask RGBA + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - HLSLPROGRAM - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #pragma multi_compile_instancing + #pragma vertex vert + #pragma fragment frag - #pragma vertex vert - #pragma fragment frag - - #pragma multi_compile _ SKINNED_SPRITE + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_vertex _ SKINNED_SPRITE #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL @@ -8127,3711 +7030,3204 @@ staticSwitch203_g11799); #define VARYINGS_NEED_COLOR #define FEATURES_GRAPH_VERTEX - #define SHADERPASS SHADERPASS_SPRITEFORWARD - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - - #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPRedTint; - float4 _RecolorRGBYCPYellowTint; - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPCyanTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPPurpleTint; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - float4 _RecolorRGBGreenTint; - float4 _RecolorRGBRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - float4 _ShineColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - float4 _MetalColor; - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - float4 _CamouflageColorA; - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowMask_ST; - float4 _SineGlowColor; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnEdgeNoiseScale; - float2 _BurnPosition; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineTextureSpeed; - float2 _InnerOutlineNoiseSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineDistortionIntensity; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineNoiseScale; - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveOffset; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortTo; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - float2 _FrozenHighlightDistortionSpeed; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Offset; - float2 _TextureLayer2ScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - float2 _UVScalePivot; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; - float _RainbowSaturation; - float _RainbowBrightness; - float _RainbowContrast; - float _RainbowDensity; - #endif - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - float _FrozenHighlightDensity; - float _FrozenFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - int _TextureLayer2Columns; - int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - float _SourceAlphaDissolveNoiseFactor; - float _SourceAlphaDissolveFade; - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - float _ShineRotation; - float _ShineFrequency; - float _ShineSpeed; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - float _HalftoneInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedFade; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedReduce; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; - float _EnchantedBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeSmoothness; - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFrequency; - #endif - float _MaskBrightness; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - float _OuterOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueContrast; - float _AddHueSaturation; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceRange; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameRadius; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameNoiseFactor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - float _InkSpreadContrast; - #endif - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintFade; - float _BlackTintPower; - #endif - #ifdef _ENABLESPLITTONING_ON - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float _Brightness; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - #endif - float _NormalIntensity; - - - struct VertexInput - { - float3 positionOS : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float4 uv0 : TEXCOORD0; - float4 color : COLOR; - - UNITY_SKINNED_VERTEX_INPUTS - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct VertexOutput - { - float4 positionCS : SV_POSITION; - float4 texCoord0 : TEXCOORD0; - float4 color : TEXCOORD1; - float3 positionWS : TEXCOORD2; - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - #if ETC1_EXTERNAL_ALPHA - TEXTURE2D (_AlphaTex); SAMPLER (sampler_AlphaTex); - float _EnableAlphaTexture; - #endif - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11716(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11714(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11666(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11668(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11669(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11672(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11671(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11678(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11718(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11755(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11757(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11761(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11789(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11773(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11808(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11843(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11845(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11835(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11837(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11830(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11831(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11823(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11821(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11822(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11817(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11849(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11852(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11871(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11879(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11881(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11877(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11873(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11875(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - VertexOutput vert(VertexInput v) - { - VertexOutput o = (VertexOutput)0; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - UNITY_SKINNED_VERTEX_COMPUTE(v); - - v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = v.uv0.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11662 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11662 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11662 = spriteRectMax377; - float2 break9_g11662 = float2(0, 0); - float2 break8_g11662 = float2(1, 1); - float2 appendResult15_g11662 = (float2( - (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( - break10_g11662.x - break11_g11662.x)), - (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( - break10_g11662.y - break11_g11662.y)))); - float2 staticSwitch366 = appendResult15_g11662; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11897 = fixedUV475; - float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11900 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11663 = _TimeValue; - #else - float staticSwitch44_g11663 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11663 = UnscaledTime; - #else - float staticSwitch34_g11663 = staticSwitch44_g11663; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); - #else - float staticSwitch37_g11663 = staticSwitch34_g11663; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11663 = staticSwitch37_g11663; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11663 = staticSwitch38_g11663; - #endif - float shaderTime237 = staticSwitch42_g11663; - float temp_output_8_0_g11900 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11900); - #else - float2 staticSwitch4_g11900 = temp_output_2_0_g11900; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11901 = temp_output_8_0_g11900; - float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11901 * _VibrateRotation)); - float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900); - #else - float2 staticSwitch6_g11900 = staticSwitch4_g11900; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11900 = staticSwitch6_g11900; - #endif - float2 temp_output_424_0 = staticSwitch10_g11900; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); - float2 texCoord435 = v.uv0.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11664 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11664 = v.uv0.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11664 = temp_output_61_0_g11664; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11664 = (v.positionOS).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11664 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11664; - float linValue16_g11716 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), - 0, - 0.0)).r; - float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); - float clampResult14_g11715 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / - temp_output_4_0_g11715), 0.0, 1.0); - float2 temp_output_27_0_g11713 = shaderPosition235; - float linValue16_g11714 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11713 * _FadingNoiseScale), - 0, 0.0)).r; - float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11713 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( - localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11715; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11713; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord3 = screenPos; - - o.ase_texcoord4 = float4(v.positionOS, 1); - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.positionOS; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3(staticSwitch142, 0.0); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.positionOS = vertexValue; - #else - v.positionOS += vertexValue; - #endif - v.normal = v.normal; - v.tangent.xyz = v.tangent.xyz; - - VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); - - o.positionCS = vertexInput.positionCS; - o.positionWS = vertexInput.positionWS; - o.texCoord0 = v.uv0; - o.color = v.color; - - return o; - } - - half4 frag(VertexOutput IN) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); - - float4 positionCS = IN.positionCS; - float3 positionWS = IN.positionWS; - - float2 texCoord363 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = IN.ase_texcoord3; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11662 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11662 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11662 = spriteRectMax377; - float2 break9_g11662 = float2(0, 0); - float2 break8_g11662 = float2(1, 1); - float2 appendResult15_g11662 = (float2( - (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( - break10_g11662.x - break11_g11662.x)), - (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( - break10_g11662.y - break11_g11662.y)))); - float2 staticSwitch366 = appendResult15_g11662; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11665 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11666 = _WindMinIntensity; - #else - float staticSwitch117_g11666 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11666 = _WindMaxIntensity; - #else - float staticSwitch118_g11666 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11666 = _WindXPosition; - #else - float staticSwitch111_g11666 = transform62_g11666.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11666 = _WindNoiseScale; - #else - float staticSwitch113_g11666 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11663 = _TimeValue; - #else - float staticSwitch44_g11663 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11663 = UnscaledTime; - #else - float staticSwitch34_g11663 = staticSwitch44_g11663; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); - #else - float staticSwitch37_g11663 = staticSwitch34_g11663; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11663 = staticSwitch37_g11663; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11663 = staticSwitch38_g11663; - #endif - float shaderTime237 = staticSwitch42_g11663; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11666 = WindTime; - #endif - float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) + - staticSwitch125_g11666); - float x101_g11666 = temp_output_50_0_g11666; - float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666); - float2 temp_cast_0 = (temp_output_50_0_g11666).xx; - float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11666 = simplePerlin2D121_g11666; - #else - float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5); - #endif - float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666, - staticSwitch123_g11666); - float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; - float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip); - float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11666 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11666))); - float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666, - float3((appendResult27_g11666 + temp_output_1_0_g11666), 0.0), float3(0, 0, 1), - (clampResult29_g11666 * temp_output_39_0_g11666)); - float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; - #else - float2 staticSwitch4_g11665 = temp_output_3_0_g11665; - #endif - float2 texCoord435 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11664 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11664 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11664 = temp_output_61_0_g11664; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11664 = (IN.ase_texcoord4.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11664 = ((IN.ase_texcoord4.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11664 = (positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11664; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11667 = shaderPosition235; - float linValue16_g11668 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668); - float linValue16_g11669 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669); - float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5), - (localMyCustomExpression16_g11669 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11665; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11670 = shaderPosition235; - float linValue16_g11672 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)). - r; - float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672); - float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11672 - 0.5) * 2.0 * - _DirectionalDistortionRandomDirection) * PI)); - float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0), - float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); - float3 break130_g11670 = rotatedValue136_g11670; - float linValue16_g11671 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11670 * - _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671); - float clampResult154_g11670 = clamp( - ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11675 = unity_OrthoParams.y; - float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 * - 0.2)) + positionWS.y) / temp_output_81_0_g11675); - float2 temp_cast_4 = (temp_output_8_0_g11675).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11675).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678); - float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11675 = (float2( - (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11673 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11673; - float linValue16_g11718 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * - _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11719 = staticSwitch62; - float2 temp_output_26_0_g11719 = shaderPosition235; - float temp_output_25_0_g11719 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) * - _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729); - float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #else - float staticSwitch29_g11726 = _UVDistortFade; - #endif - float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 / - appendResult2_g11728) * staticSwitch29_g11726)); - #else - float2 staticSwitch5_g11719 = temp_output_1_0_g11719; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11725 = staticSwitch5_g11719; - float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11719 = staticSwitch5_g11719; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * PI) * - _SineRotateFade)); - float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; - #else - float2 staticSwitch9_g11719 = staticSwitch7_g11719; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11719 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; - #else - float2 staticSwitch16_g11719 = staticSwitch9_g11719; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719); - #else - float2 staticSwitch14_g11719 = staticSwitch16_g11719; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11721 = clamp( - (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) / - MultFactor30_g11721), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11719 = clampResult46_g11721; - #else - float2 staticSwitch4_g11719 = staticSwitch14_g11719; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11719 = staticSwitch4_g11719; - #endif - float2 temp_output_1_0_g11730 = staticSwitch24_g11719; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11730 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y); - #else - float staticSwitch18_g11730 = temp_output_7_0_g11730; - #endif - float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0)); - float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730); - #else - float2 staticSwitch13_g11730 = temp_output_1_0_g11730; - #endif - float2 temp_output_484_0 = staticSwitch13_g11730; - float2 texCoord131 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); - float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); - float clampResult14_g11715 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / - temp_output_4_0_g11715), 0.0, 1.0); - float2 temp_output_27_0_g11713 = shaderPosition235; - float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11713 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( - localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11715; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11713; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11731 = staticSwitch485; - float2 break11_g11731 = float2(0, 0); - float2 break10_g11731 = float2(1, 1); - float2 break9_g11731 = spriteRectMin376; - float2 break8_g11731 = spriteRectMax377; - float2 appendResult15_g11731 = (float2( - (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / ( - break10_g11731.x - break11_g11731.x)), - (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / ( - break10_g11731.y - break11_g11731.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11733 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11734 = _MainTex; - float4 textureTexelSize3_g11734 = _MainTex_TexelSize; - float2 uvs3_g11734 = temp_output_1_0_g11733; - float4 localtexturePointSmooth3_g11734 = texturePointSmooth( - tex3_g11734, textureTexelSize3_g11734, uvs3_g11734); - float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; - #else - float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11745 = temp_output_10_0_g11735; - float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0)); - float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747); - float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; - float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1))); - float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; - float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745)); - float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746); - float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; - float temp_output_2_0_g11736 = temp_output_10_0_g11735; - float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0)); - float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738); - float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1))); - float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; - float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736)); - float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737); - float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; - float temp_output_2_0_g11742 = temp_output_10_0_g11735; - float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0)); - float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744); - float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1))); - float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; - float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742)); - float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743); - float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; - float temp_output_2_0_g11739 = temp_output_10_0_g11735; - float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0)); - float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741); - float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1))); - float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; - float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739)); - float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740); - float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; - float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) + - tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + ( - tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) + - tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) + - tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + ( - tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) + - tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) + - tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + ( - tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) + - tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) + - tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D( - _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D( - _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625); - #else - float4 staticSwitch3_g11733 = staticSwitch8_g11733; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; - float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748); - float temp_output_2_0_g11749 = _SharpenOffset; - float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; - float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; - float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749)); - float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750); - float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; - float4 break22_g11748 = (tex2DNode4_g11748 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + - tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + ( - tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D( - _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0); - float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b, - clampResult23_g11748)); - float4 staticSwitch12_g11733 = appendResult24_g11748; - #else - float4 staticSwitch12_g11733 = staticSwitch3_g11733; - #endif - float4 temp_output_471_0 = staticSwitch12_g11733; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11752 = temp_output_471_0; - float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.color).rgb), -temp_output_1_0_g11752.a)); - float4 staticSwitch354 = appendResult8_g11752; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11753 = originalColor191; - float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float2 temp_output_7_0_g11753 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11755 = tex2D(_UberNoiseTexture, - (((IN.color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + - temp_output_43_0_g11754) * temp_cast_15)).r; - float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755); - float clampResult28_g11754 = clamp( - (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.color.a / 2.5) - distance( - temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11754) * - _SmokeDarkEdge)); - float4 appendResult31_g11754 = (float4(lerpResult34_g11754, - (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a))); - float4 staticSwitch2_g11753 = appendResult31_g11754; - #else - float4 staticSwitch2_g11753 = temp_output_1_0_g11753; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11756 = staticSwitch2_g11753; - float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; - float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756); - float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757); - float clampResult37_g11756 = clamp( - (((IN.color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb, - (temp_output_1_0_g11756.a * pow( - clampResult37_g11756, - (_CustomFadeSmoothness / max( - tex2DNode3_g11756.r, - 0.05))) * _CustomFadeAlpha))); - float4 staticSwitch3_g11753 = appendResult13_g11756; - #else - float4 staticSwitch3_g11753 = staticSwitch2_g11753; - #endif - float4 temp_output_1_0_g11758 = staticSwitch3_g11753; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; - float2 appendResult4_g11759 = (float2(positionWS.x, positionWS.y)); - float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5); - float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759), - float2(0.5, 0.5)); - float4 appendResult42_g11759 = (float4( - ((temp_output_1_0_g11759).rgb * min( - (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)), - temp_output_1_0_g11759.a)); - float4 staticSwitch2_g11758 = appendResult42_g11759; - #else - float4 staticSwitch2_g11758 = temp_output_1_0_g11758; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11760 = finalUV146; - float linValue16_g11761 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * - _FlameNoiseScale)).r; - float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761); - float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0)); - float temp_output_47_0_g11760 = max(_FlameRadius, 0.01); - float clampResult70_g11760 = clamp( - (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance( - temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness); - float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760, - temp_output_63_0_g11760, clampResult70_g11760)); - float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758); - #else - float4 staticSwitch6_g11758 = staticSwitch2_g11758; - #endif - float4 temp_output_3_0_g11762 = staticSwitch6_g11758; - float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; - float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0)); - float2 temp_output_1_0_g11762 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762); - #else - float4 staticSwitch81_g11794 = appendResult91_g11794; - #endif - float3 break82_g11794 = (staticSwitch81_g11794).xyz; - float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001); - float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + ( - _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z / - temp_output_84_0_g11794) * _RecolorRGBBlueTint)); - float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b)); - float4 break2_g11795 = temp_output_1_0_g11794; - float saferPower57_g11794 = abs( - ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + - break2_g11795.z) / 6.0)); - float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb, - (appendResult56_g11794 * pow( - saferPower57_g11794, - (max(break71_g11794.a, 0.01) * 2.0))), - (staticSwitch81_g11794.w * _RecolorRGBFade)); - float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a)); - float4 staticSwitch43_g11762 = appendResult30_g11794; - #else - float4 staticSwitch43_g11762 = temp_output_3_0_g11762; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11792 = staticSwitch43_g11762; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762); - #else - float4 staticSwitch62_g11792 = temp_output_1_0_g11792; - #endif - float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb); - float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11792 = 0; - if (temp_output_43_0_g11792 >= 0.8333333) - ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.6666667) - ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11792 = ifLocalVar46_g11792; - float4 ifLocalVar47_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.3333333) - ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.1666667) - ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11792 = ifLocalVar47_g11792; - float4 ifLocalVar35_g11792 = 0; - if (temp_output_43_0_g11792 >= 0.5) - ifLocalVar35_g11792 = ifLocalVar44_g11792; - else - ifLocalVar35_g11792 = ifLocalVar45_g11792; - float4 break55_g11792 = ifLocalVar35_g11792; - float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b)); - float4 break2_g11793 = temp_output_1_0_g11792; - float saferPower57_g11792 = abs( - ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0)); - float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb, - (appendResult56_g11792 * pow(saferPower57_g11792, max((break55_g11792.a * 2.0), 0.01))), - (hsvTorgb33_g11792.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a)); - float4 staticSwitch9_g11762 = appendResult30_g11792; - #else - float4 staticSwitch9_g11762 = staticSwitch43_g11762; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11766 = staticSwitch9_g11762; - float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; - float3 In115_g11766 = temp_output_2_0_g11766; - float3 From115_g11766 = (_ColorReplaceFromColor).rgb; - float4 break2_g11767 = temp_output_1_0_g11766; - float3 To115_g11766 = (pow( - max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + - break2_g11767.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11766 = _ColorReplaceSmoothness; - float Range115_g11766 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( - In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766); - float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766, - _ColorReplaceFade); - float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a)); - float4 staticSwitch29_g11762 = appendResult4_g11766; - #else - float4 staticSwitch29_g11762 = staticSwitch9_g11762; - #endif - float4 temp_output_1_0_g11779 = staticSwitch29_g11762; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; - float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade); - float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a)); - float4 staticSwitch4_g11779 = appendResult8_g11779; - #else - float4 staticSwitch4_g11779 = temp_output_1_0_g11779; - #endif - float4 temp_output_57_0_g11762 = staticSwitch4_g11779; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11802 = (float4( - pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11802.a)); - float4 staticSwitch32_g11762 = appendResult4_g11802; - #else - float4 staticSwitch32_g11762 = temp_output_57_0_g11762; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11777 = staticSwitch32_g11762; - float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness), - temp_output_2_0_g11777.a)); - float4 staticSwitch33_g11762 = appendResult6_g11777; - #else - float4 staticSwitch33_g11762 = staticSwitch32_g11762; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11778 = staticSwitch33_g11762; - float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb); - float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y, - hsvTorgb1_g11778.z)); - float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a)); - float4 staticSwitch36_g11762 = appendResult8_g11778; - #else - float4 staticSwitch36_g11762 = staticSwitch33_g11762; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11796 = staticSwitch36_g11762; - float4 break2_g11797 = temp_output_1_0_g11796; - float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + - break2_g11797.y + break2_g11797.z) / 6.0); - float clampResult25_g11796 = clamp( - ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11796); - float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb, - (lerpResult6_g11796 * pow( - max(temp_output_3_0_g11796, 0.0001), - max(_SplitToningContrast, 0.0001))), - _SplitToningFade); - float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a)); - float4 staticSwitch30_g11762 = appendResult18_g11796; - #else - float4 staticSwitch30_g11762 = staticSwitch36_g11762; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11774 = staticSwitch30_g11762; - float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; - float4 break12_g11774 = temp_output_1_0_g11774; - float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774, - (temp_output_4_0_g11774 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11774.r, break12_g11774.g), break12_g11774.b), 1.0)), - 0.0001), max( - _BlackTintPower, 0.0001))); - float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade); - float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a)); - float4 staticSwitch20_g11762 = appendResult11_g11774; - #else - float4 staticSwitch20_g11762 = staticSwitch30_g11762; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11788 = staticSwitch20_g11762; - float4 break2_g11790 = temp_output_1_0_g11788; - float2 temp_output_65_0_g11788 = shaderPosition235; - float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789); - float clampResult53_g11788 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + ( - localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11790.x + break2_g11790.x + - break2_g11790.y + break2_g11790.y + - break2_g11790.y + - break2_g11790.z) / 6.0), 0.0001), - max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11788)); - float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a)); - float4 staticSwitch17_g11762 = appendResult9_g11788; - #else - float4 staticSwitch17_g11762 = staticSwitch20_g11762; - #endif - float temp_output_39_0_g11762 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11780 = staticSwitch17_g11762; - float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb); - float3 hsvTorgb19_g11780 = HSVToRGB(float3( - ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y, - hsvTorgb15_g11780.z)); - float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch19_g11762 = appendResult6_g11780; - #else - float4 staticSwitch19_g11762 = staticSwitch17_g11762; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11784 = staticSwitch19_g11762; - float4 break2_g11786 = temp_output_1_0_g11784; - float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a)); - #else - float staticSwitch33_g11784 = _AddHueFade; - #endif - float4 appendResult6_g11784 = (float4( - ((hsvTorgb19_g11784 * pow( - max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + - break2_g11786.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb), - temp_output_1_0_g11784.a)); - float4 staticSwitch23_g11762 = appendResult6_g11784; - #else - float4 staticSwitch23_g11762 = staticSwitch19_g11762; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11781 = staticSwitch23_g11762; - float4 break2_g11782 = temp_output_1_0_g11781; - float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781. - a); - #else - float3 staticSwitch27_g11781 = temp_output_13_0_g11781; - #endif - float4 appendResult21_g11781 = (float4( - ((temp_output_1_0_g11781).rgb + (pow( - max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + - break2_g11782.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * ((( - sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11781.a)); - float4 staticSwitch28_g11762 = appendResult21_g11781; - #else - float4 staticSwitch28_g11762 = staticSwitch23_g11762; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11769 = staticSwitch28_g11762; - float4 break2_g11770 = temp_output_1_0_g11769; - float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + - break2_g11770.y + break2_g11770.z) / 6.0)).xxx; - float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation); - float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a)); - float4 staticSwitch38_g11762 = appendResult8_g11769; - #else - float4 staticSwitch38_g11762 = staticSwitch28_g11762; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11771 = staticSwitch38_g11762; - float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; - float temp_output_179_0_g11771 = temp_output_39_0_g11762; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb * - temp_output_82_0_g11771); - #else - float3 staticSwitch187_g11771 = temp_output_82_0_g11771; - #endif - float linValue16_g11773 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11771) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11771 = float2(0, 0); - #endif - float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771); - float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772); - float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11771))).a, - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( - 0, 1)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + (( - _InnerOutlineWidth * float2(0.705, 0.705)) - * temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * - float2(-0.705, 0.705)) * temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705)) - * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( - -0.705, -0.705)) * - temp_output_25_0_g11771))).a))); - float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771, - temp_output_178_0_g11771); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a); - #else - float staticSwitch188_g11771 = temp_output_15_0_g11771.a; - #endif - float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771)); - float4 staticSwitch12_g11762 = appendResult177_g11771; - #else - float4 staticSwitch12_g11762 = staticSwitch38_g11762; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11799 = staticSwitch12_g11762; - float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; - float temp_output_186_0_g11799 = temp_output_39_0_g11762; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11799)))).rgb * - temp_output_82_0_g11799); - #else - float3 staticSwitch199_g11799 = temp_output_82_0_g11799; - #endif - float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11799 = 1.0; - #else - float staticSwitch203_g11799 = temp_output_182_0_g11799; - #endif - float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799, - staticSwitch203_g11799); - float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799, - staticSwitch203_g11799); - float linValue16_g11800 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11799) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11799 = float2(0, 0); - #endif - float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799); - float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801); - float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11799 + (( - _OuterOutlineWidth * float2( - 0, -1)) * - temp_output_25_0_g11799))).a, - tex2D(_MainTex, - (temp_output_131_0_g11799 + (( - _OuterOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + (( - _OuterOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth - * float2(1, 0)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(-0.705, 0.705)) * temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(0.705, -0.705)) * temp_output_25_0_g11799))) - .a), tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2( - -0.705, -0.705)) * - temp_output_25_0_g11799))).a) * 3.0), 1.0), - _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799); - #else - float staticSwitch200_g11799 = lerpResult168_g11799; - #endif - float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799)); - float4 staticSwitch13_g11762 = appendResult174_g11799; - #else - float4 staticSwitch13_g11762 = staticSwitch12_g11762; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11776 = staticSwitch13_g11762; - float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11762)))).rgb * - temp_output_82_0_g11776); - #else - float3 staticSwitch199_g11776 = temp_output_82_0_g11776; - #endif - float temp_output_213_0_g11776 = (_PixelOutlineFade * step( - temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min( - (temp_output_213_0_g11776 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11776 = 1.0; - #else - float staticSwitch203_g11776 = temp_output_182_0_g11776; - #endif - float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776, - staticSwitch203_g11776); - float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776, - staticSwitch203_g11776); - float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776); - float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, -1)) * - temp_output_209_0_g11776))).a, - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * - float2(0, 1)) * temp_output_209_0_g11776))).a), - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(-1, 0)) * - temp_output_209_0_g11776))).a), - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11776))).a) * 3.0), 1.0), - temp_output_213_0_g11776); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776); - #else - float staticSwitch200_g11776 = lerpResult168_g11776; - #endif - float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776)); - float4 staticSwitch48_g11762 = appendResult174_g11776; - #else - float4 staticSwitch48_g11762 = staticSwitch13_g11762; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11763 = staticSwitch48_g11762; - float4 break2_g11764 = temp_output_5_0_g11763; - float4 appendResult12_g11763 = (float4( - ((lerpResult15_g11763 * _PingPongGlowFade * pow( - max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + - break2_g11764.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb), - temp_output_5_0_g11763.a)); - float4 staticSwitch46_g11762 = appendResult12_g11763; - #else - float4 staticSwitch46_g11762 = staticSwitch48_g11762; - #endif - float4 temp_output_361_0 = staticSwitch46_g11762; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11804 = temp_output_361_0; - float4 break2_g11805 = temp_output_1_0_g11804; - float temp_output_44_0_g11804 = unity_OrthoParams.y; - float4 appendResult22_g11804 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805. - y + break2_g11805.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * - 0.2)) + positionWS.y) / temp_output_44_0_g11804) * - _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11804.a))); - float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11804; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11807 = staticSwitch56; - float4 break2_g11809 = temp_output_1_0_g11807; - float temp_output_34_0_g11807 = shaderTime237; - float linValue16_g11808 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) * _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808); - float3 hsvTorgb3_g11810 = HSVToRGB(float3( - (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb, - (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + - break2_g11809.y + break2_g11809.z) / 6.0) * _GlitchBrightness * - hsvTorgb3_g11810), glitchFade152); - float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch57 = appendResult27_g11807; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11811 = staticSwitch57; - float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; - float2 temp_output_41_0_g11811 = shaderPosition235; - float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; - float temp_output_40_0_g11811 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + - temp_output_99_0_g11841) * _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11841); - #else - float2 staticSwitch101_g11841 = temp_output_99_0_g11841; - #endif - float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843); - float clampResult52_g11841 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841), - clampResult52_g11841); - float linValue16_g11845 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11841 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845); - float clampResult65_g11841 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841), - clampResult65_g11841); - float4 break2_g11844 = temp_output_1_0_g11841; - float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb, - ((lerpResult68_g11841).rgb * pow( - max(((break2_g11844.x + break2_g11844.x + break2_g11844 - .y + break2_g11844.y + break2_g11844.y + break2_g11844.z) / - 6.0), - 0.0001), max(_CamouflageContrast, 0.0001))), _CamouflageFade); - float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a)); - float4 staticSwitch26_g11811 = appendResult7_g11841; - #else - float4 staticSwitch26_g11811 = temp_output_3_0_g11811; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11834 = staticSwitch26_g11811; - float temp_output_59_0_g11834 = temp_output_40_0_g11811; - float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; - float linValue16_g11835 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11834) * - _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835); - float linValue16_g11837 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) + - (( - temp_output_59_0_g11834 * _MetalNoiseSpeed) + - temp_output_58_0_g11834)) * - _MetalNoiseScale)).r; - float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837); - float4 break2_g11836 = temp_output_1_0_g11834; - float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + - break2_g11836.y + break2_g11836.z) / 6.0); - float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a)); - #else - float staticSwitch60_g11834 = _MetalFade; - #endif - float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11834, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11834, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11834); - float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a)); - float4 staticSwitch28_g11811 = appendResult8_g11834; - #else - float4 staticSwitch28_g11811 = staticSwitch26_g11811; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11826 = staticSwitch28_g11811; - float4 break2_g11827 = temp_output_1_0_g11826; - float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + - break2_g11827.y + break2_g11827.z) / 6.0); - float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float temp_output_73_0_g11826 = temp_output_40_0_g11811; - float linValue16_g11830 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830); - float linValue16_g11831 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11830 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 * - _FrozenHighlightSpeed) + temp_output_72_0_g11826)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831); - float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb, - ((pow(max(temp_output_7_0_g11826, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11826, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11828), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11826, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a)); - float4 staticSwitch29_g11811 = appendResult26_g11826; - #else - float4 staticSwitch29_g11811 = staticSwitch28_g11811; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11820 = staticSwitch29_g11811; - float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; - float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0); - float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; - float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823); - float linValue16_g11821 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11820) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821); - float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0, - 1.0); - float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822); - float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + ( - localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0); - float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820, - (pow( - max(((break2_g11824.x + break2_g11824.x + break2_g11824.y + - break2_g11824.y + break2_g11824.y + break2_g11824.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11820) + (_BurnInsideColor).rgb)), - clampResult18_g11820); - float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820, - (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step( - 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a)); - float4 staticSwitch32_g11811 = appendResult43_g11820; - #else - float4 staticSwitch32_g11811 = staticSwitch29_g11811; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; - float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817); - float3 hsvTorgb3_g11819 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0, - 1.0)); - float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819); - float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation, - (hsvTorgb36_g11816.z * _RainbowBrightness))); - float4 temp_output_1_0_g11816 = staticSwitch32_g11811; - float4 break2_g11818 = temp_output_1_0_g11816; - float saferPower24_g11816 = abs( - ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + - break2_g11818.z) / 6.0)); - float4 appendResult29_g11816 = (float4( - ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a)); - float4 staticSwitch34_g11811 = appendResult29_g11816; - #else - float4 staticSwitch34_g11811 = staticSwitch32_g11811; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11812 = staticSwitch34_g11811; - float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; - float4 break2_g11814 = temp_output_1_0_g11812; - float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + - break2_g11814.y + break2_g11814.z) / 6.0)).xxx; - float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11811), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11812 = clamp( - (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a)); - #else - float staticSwitch98_g11812 = _ShineFade; - #endif - float4 appendResult8_g11812 = (float4( - (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 * - staticSwitch98_g11812)), (temp_output_1_0_g11812).a)); - float4 staticSwitch36_g11811 = appendResult8_g11812; - #else - float4 staticSwitch36_g11811 = staticSwitch34_g11811; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11847 = temp_output_40_0_g11811; - float linValue16_g11849 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) + - temp_output_41_0_g11811) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849); - float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11847 = staticSwitch36_g11811; - float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; - float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0); - float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847, - (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x + - break2_g11848.y + break2_g11848.y + break2_g11848.y + - break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11847 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847), - temp_output_1_0_g11847.a)); - float4 staticSwitch39_g11811 = appendResult27_g11847; - #else - float4 staticSwitch39_g11811 = staticSwitch36_g11811; - #endif - float4 temp_output_10_0_g11851 = staticSwitch39_g11811; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; - float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; - float temp_output_1_0_g11851 = temp_output_40_0_g11811; - float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed); - float linValue16_g11854 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float linValue16_g11852 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852); - float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852); - float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5); - float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11851); - float3 hsvTorgb53_g11851 = HSVToRGB(float3( - ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11851 = hsvTorgb53_g11851; - #else - float3 staticSwitch50_g11851 = lerpResult42_g11851; - #endif - float4 break2_g11853 = temp_output_10_0_g11851; - float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow( - max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + - break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851, - temp_output_45_0_g11851); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11851 = lerpResult44_g11851; - #else - float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 * - temp_output_45_0_g11851)); - #endif - float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a)); - float4 staticSwitch11_g11851 = appendResult19_g11851; - #else - float4 staticSwitch11_g11851 = temp_output_10_0_g11851; - #endif - float4 temp_output_1_0_g11856 = staticSwitch11_g11851; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11856 = temp_output_1_0_g11856; - float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b)); - float4 break2_g11857 = temp_output_1_0_g11856; - float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + - break2_g11857.y + break2_g11857.z) / 6.0); - float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11856 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11856 = hsvTorgb12_g11856; - #else - float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11856 = lerp(appendResult32_g11856, - (staticSwitch26_g11856 * pow( - max(temp_output_4_0_g11856, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a)); - float4 staticSwitch33_g11856 = appendResult6_g11856; - #else - float4 staticSwitch33_g11856 = temp_output_1_0_g11856; - #endif - float4 temp_output_5_0_g11863 = staticSwitch33_g11856; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11863 = temp_output_5_0_g11863; - float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b)); - float temp_output_27_0_g11863 = temp_output_40_0_g11811; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11863)); - #else - float2 staticSwitch73_g11863 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) - - staticSwitch73_g11863); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11864 = _TextureLayer1Columns; - int Height10_g11864 = _TextureLayer1Rows; - float Tile10_g11864 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame)); - float2 Invert10_g11864 = float2(0, 1); - float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( - UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; - #else - float2 staticSwitch20_g11863 = temp_output_72_0_g11863; - #endif - float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863); - float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b)); - float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863); - float4 break2_g11865 = temp_output_5_0_g11863; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11863 = (pow( - max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + - break2_g11865.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863); - #else - float3 staticSwitch80_g11863 = temp_output_16_0_g11863; - #endif - float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863, - (tex2DNode3_g11863.a * _TextureLayer1Fade)); - float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a)); - float4 staticSwitch15_g11863 = appendResult14_g11863; - #else - float4 staticSwitch15_g11863 = temp_output_5_0_g11863; - #endif - float4 temp_output_5_0_g11859 = staticSwitch15_g11863; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11859 = temp_output_5_0_g11859; - float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b)); - float temp_output_27_0_g11859 = temp_output_40_0_g11811; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11859)); - #else - float2 staticSwitch73_g11859 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) - - staticSwitch73_g11859); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11860 = _TextureLayer2Columns; - int Height10_g11860 = _TextureLayer2Rows; - float Tile10_g11860 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame)); - float2 Invert10_g11860 = float2(0, 1); - float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( - UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; - #else - float2 staticSwitch20_g11859 = temp_output_72_0_g11859; - #endif - float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859); - float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b)); - float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859); - float4 break2_g11861 = temp_output_5_0_g11859; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11859 = (pow( - max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + - break2_g11861.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859); - #else - float3 staticSwitch84_g11859 = temp_output_16_0_g11859; - #endif - float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859, - (tex2DNode3_g11859.a * _TextureLayer2Fade)); - float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a)); - float4 staticSwitch15_g11859 = appendResult14_g11859; - #else - float4 staticSwitch15_g11859 = temp_output_5_0_g11859; - #endif - float4 temp_output_473_0 = staticSwitch15_g11859; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11867 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b, - (break4_g11867.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11867; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11868 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11670)) - : (clampResult154_g11670)); - float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b, - (break4_g11868.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11868; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11869 = staticSwitch75; - float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11869 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11871 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871); - float clampResult17_g11870 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) / - temp_output_53_0_g11870), 0.0, 1.0); - float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb, - (temp_output_1_0_g11870.a * clampResult17_g11870))); - float4 staticSwitch3_g11869 = appendResult3_g11870; - #else - float4 staticSwitch3_g11869 = temp_output_1_0_g11869; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11879 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879); - float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; - float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade); - float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11878 = staticSwitch3_g11869; - float4 appendResult3_g11878 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step( - temp_output_5_0_g11878, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + ( - temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878))); - float4 staticSwitch5_g11869 = appendResult3_g11878; - #else - float4 staticSwitch5_g11869 = staticSwitch3_g11869; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11880 = staticSwitch5_g11869; - float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; - float linValue16_g11881 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881); - float clampResult17_g11880 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + ( - localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb, - (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11880)) - : (clampResult17_g11880))))); - float4 staticSwitch8_g11869 = appendResult3_g11880; - #else - float4 staticSwitch8_g11869 = staticSwitch5_g11869; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; - float linValue16_g11877 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877); - float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + ( - localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade); - float temp_output_76_0_g11876 = step(temp_output_65_0_g11876, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11876 = staticSwitch8_g11869; - float4 appendResult3_g11876 = (float4( - ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11876).rgb), - (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11876)) - : (temp_output_75_0_g11876))))); - float4 staticSwitch9_g11869 = appendResult3_g11876; - #else - float4 staticSwitch9_g11869 = staticSwitch8_g11869; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11872 = staticSwitch9_g11869; - float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; - float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11872 = rotatedValue136_g11872; - float linValue16_g11873 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873); - float clampResult154_g11872 = clamp( - ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb, - (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11872)) - : (clampResult154_g11872))))); - float4 staticSwitch11_g11869 = appendResult3_g11872; - #else - float4 staticSwitch11_g11869 = staticSwitch9_g11869; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; - float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11874 = rotatedValue136_g11874; - float linValue16_g11875 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875); - float temp_output_168_0_g11874 = max( - ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11874)) - : (temp_output_168_0_g11874))); - float4 temp_output_1_0_g11874 = staticSwitch11_g11869; - float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0); - float4 appendResult3_g11874 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11874)) - : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb), - (temp_output_1_0_g11874.a * clampResult154_g11874))); - float4 staticSwitch15_g11869 = appendResult3_g11874; - #else - float4 staticSwitch15_g11869 = staticSwitch11_g11869; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11882 = staticSwitch15_g11869; - float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; - float temp_output_121_0_g11882 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882)); - float temp_output_17_0_g11883 = length( - ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11883)); - float clampResult17_g11882 = clamp( - saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0); - float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb, - (temp_output_1_0_g11882.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11882)) - : (clampResult17_g11882))))); - float4 staticSwitch13_g11869 = appendResult3_g11882; - #else - float4 staticSwitch13_g11869 = staticSwitch15_g11869; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885. - a)); - #else - float3 staticSwitch16_g11885 = temp_output_3_0_g11885; - #endif - float4 temp_output_1_0_g11885 = staticSwitch13_g11869; - float4 break2_g11887 = temp_output_1_0_g11885; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow( - max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + - break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11885 = staticSwitch16_g11885; - #endif - float4 appendResult6_g11885 = (float4( - ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb), - temp_output_1_0_g11885.a)); - float4 staticSwitch5_g11884 = appendResult6_g11885; - #else - float4 staticSwitch5_g11884 = staticSwitch13_g11869; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11888 = staticSwitch5_g11884; - float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11888.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade)); - float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a)); - float4 staticSwitch11_g11884 = appendResult13_g11888; - #else - float4 staticSwitch11_g11884 = staticSwitch5_g11884; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11889 = staticSwitch11_g11884; - float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889. - a)); - #else - float3 staticSwitch21_g11889 = temp_output_6_0_g11889; - #endif - float4 break2_g11891 = temp_output_1_0_g11889; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11889 = (pow( - max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + - break2_g11891.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889); - #else - float3 staticSwitch22_g11889 = staticSwitch21_g11889; - #endif - float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade); - float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a)); - float4 staticSwitch7_g11884 = appendResult9_g11889; - #else - float4 staticSwitch7_g11884 = staticSwitch11_g11884; - #endif - float4 temp_output_2_0_g11892 = staticSwitch7_g11884; - #ifdef _ENABLESHADOW_ON - float4 break4_g11894 = temp_output_2_0_g11892; - float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b)); - float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11893) * - _ShadowOffset))).a))); - float4 break6_g11894 = appendResult85_g11892; - float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b)); - float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a); - float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894); - float4 appendResult18_g11894 = (float4( - (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * ( - 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894)); - float4 staticSwitch82_g11892 = appendResult18_g11894; - #else - float4 staticSwitch82_g11892 = temp_output_2_0_g11892; - #endif - float4 break4_g11895 = staticSwitch82_g11892; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11753 = 1.0; - #else - float staticSwitch8_g11753 = IN.color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11753 = 1.0; - #else - float staticSwitch9_g11753 = staticSwitch8_g11753; - #endif - float customVertexAlpha193 = staticSwitch9_g11753; - float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b, - (break4_g11895.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11895; - float4 temp_output_1_0_g11898 = temp_output_344_0; - float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.color).rgb), - temp_output_1_0_g11898.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11898; - #endif - float4 lerpResult125 = lerp((originalColor191 * IN.color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11905 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11905 = (float4( - ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a)); - float4 staticSwitch6_g11905 = appendResult2_g11905; - #else - float4 staticSwitch6_g11905 = temp_output_7_0_g11905; - #endif - - float4 Color = staticSwitch6_g11905; - - #if defined(DEBUG_DISPLAY) - SurfaceData2D surfaceData; - InitializeSurfaceData(Color.rgb, Color.a, surfaceData); - InputData2D inputData; - InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData); - half4 debugColor = 0; - - SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); - - if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) - { - return debugColor; - } - #endif - - #if ETC1_EXTERNAL_ALPHA - float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy); - Color.a = lerp(Color.a, alpha.r, _EnableAlphaTexture); - #endif - - Color *= IN.color; - return Color; - } - ENDHLSL - } - + #define SHADERPASS SHADERPASS_SPRITEFORWARD + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPRedTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + float4 _ShineColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + float4 _MetalColor; + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + float4 _SineGlowColor; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + float2 _BurnPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineTextureSpeed; + float2 _InnerOutlineNoiseSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineDistortionIntensity; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2ScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + float _RainbowSaturation; + float _RainbowBrightness; + float _RainbowContrast; + float _RainbowDensity; + #endif + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + float _FrozenHighlightDensity; + float _FrozenFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + int _TextureLayer2Columns; + int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; + float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + float _ShineRotation; + float _ShineFrequency; + float _ShineSpeed; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedFade; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedReduce; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + float _EnchantedBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeSmoothness; + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFrequency; + #endif + float _MaskBrightness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + float _OuterOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueContrast; + float _AddHueSaturation; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceRange; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameNoiseFactor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + float _InkSpreadContrast; + #endif + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintFade; + float _BlackTintPower; + #endif + #ifdef _ENABLESPLITTONING_ON + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + #endif + float _NormalIntensity; + + + + struct VertexInput + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 uv0 : TEXCOORD0; + float4 color : COLOR; + + UNITY_SKINNED_VERTEX_INPUTS + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 texCoord0 : TEXCOORD0; + float4 color : TEXCOORD1; + float3 positionWS : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #if ETC1_EXTERNAL_ALPHA + TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex ); + float _EnableAlphaTexture; + #endif + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11757( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11755( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11666( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11668( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11762( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11763( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11792( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11815( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11799( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11862( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11864( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11858( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11850( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11844( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11879( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11891( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11887( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11898( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11906( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11908( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11904( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11900( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11902( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + VertexOutput vert( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SKINNED_VERTEX_COMPUTE( v ); + + v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11923 = fixedUV475; + float2 appendResult72_g11923 = (float2(( _SquishStretch * ( break77_g11923.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11923.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11923 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11926 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11758 = _TimeValue; + #else + float staticSwitch44_g11758 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11758 = UnscaledTime; + #else + float staticSwitch34_g11758 = staticSwitch44_g11758; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed ); + #else + float staticSwitch37_g11758 = staticSwitch34_g11758; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11758 = staticSwitch37_g11758; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11758 = staticSwitch38_g11758; + #endif + float shaderTime237 = staticSwitch42_g11758; + float temp_output_8_0_g11926 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11926 = ( ( sin( ( temp_output_8_0_g11926 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11926 ); + #else + float2 staticSwitch4_g11926 = temp_output_2_0_g11926; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11927 = temp_output_8_0_g11926; + float3 rotatedValue21_g11927 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11927 * _VibrateRotation ) ); + float2 staticSwitch6_g11926 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11927 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11927).xy ) + staticSwitch4_g11926 ); + #else + float2 staticSwitch6_g11926 = staticSwitch4_g11926; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11926 = ( staticSwitch6_g11926 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11926 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11926 = staticSwitch6_g11926; + #endif + float2 temp_output_424_0 = staticSwitch10_g11926; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11753 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11759 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11759 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11759 = temp_output_61_0_g11759; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11759 = (v.positionOS).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11759 = ( (v.positionOS).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11759 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11759; + float linValue16_g11757 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11754 = shaderPosition235; + float linValue16_g11755 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11754 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11756; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11754; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord3 = screenPos; + + o.ase_texcoord4 = float4(v.positionOS,1); + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS; + #else + float3 defaultVertexValue = float3( 0, 0, 0 ); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS = vertexValue; + #else + v.positionOS += vertexValue; + #endif + v.normal = v.normal; + v.tangent.xyz = v.tangent.xyz; + + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); + + o.positionCS = vertexInput.positionCS; + o.positionWS = vertexInput.positionWS; + o.texCoord0 = v.uv0; + o.color = v.color; + + return o; + } + + half4 frag( VertexOutput IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + float4 positionCS = IN.positionCS; + float3 positionWS = IN.positionWS; + + float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11665 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11666 = _WindMinIntensity; + #else + float staticSwitch117_g11666 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11666 = _WindMaxIntensity; + #else + float staticSwitch118_g11666 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11666 = _WindXPosition; + #else + float staticSwitch111_g11666 = transform62_g11666.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11666 = _WindNoiseScale; + #else + float staticSwitch113_g11666 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11758 = _TimeValue; + #else + float staticSwitch44_g11758 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11758 = UnscaledTime; + #else + float staticSwitch34_g11758 = staticSwitch44_g11758; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed ); + #else + float staticSwitch37_g11758 = staticSwitch34_g11758; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11758 = staticSwitch37_g11758; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11758 = staticSwitch38_g11758; + #endif + float shaderTime237 = staticSwitch42_g11758; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11666 = WindTime; + #endif + float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 ); + float x101_g11666 = temp_output_50_0_g11666; + float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 ); + float2 temp_cast_0 = (temp_output_50_0_g11666).xx; + float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11666 = simplePerlin2D121_g11666; + #else + float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 ); + #endif + float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666); + float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; + float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip ); + float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 ))); + float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) ); + float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; + #else + float2 staticSwitch4_g11665 = temp_output_3_0_g11665; + #endif + float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11759 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11759 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11759 = temp_output_61_0_g11759; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11759 = (IN.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11759 = ( (IN.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11759 = (positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11759; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11667 = shaderPosition235; + float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11665; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11670 = shaderPosition235; + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11670 = rotatedValue136_g11670; + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11760 = unity_OrthoParams.y; + float temp_output_8_0_g11760 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11760 * 0.2 ) ) + positionWS.y ) / temp_output_81_0_g11760 ); + float2 temp_cast_4 = (temp_output_8_0_g11760).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11762 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 ); + float clampResult75_g11760 = clamp( localMyCustomExpression16_g11762 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11760).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11763 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11763 = MyCustomExpression16_g11763( linValue16_g11763 ); + float2 appendResult10_g11761 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11761 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11761 = appendResult2_g11761; + #else + float2 staticSwitch9_g11761 = ( float2( 100,100 ) / appendResult10_g11761 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11760 = (float2(( ( ( clampResult75_g11760 * ( localMyCustomExpression16_g11763 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11761.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11760 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11673 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11673; + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11765 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11775 = staticSwitch62; + float2 temp_output_26_0_g11775 = shaderPosition235; + float temp_output_25_0_g11775 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11775 + ( _UVDistortSpeed * temp_output_25_0_g11775 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float2 lerpResult21_g11782 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11785); + float2 appendResult10_g11784 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11784 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11784 = appendResult2_g11784; + #else + float2 staticSwitch9_g11784 = ( float2( 100,100 ) / appendResult10_g11784 ); + #endif + float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11783 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11782 = ( _UVDistortFade * ( tex2DNode3_g11783.r * tex2DNode3_g11783.a ) ); + #else + float staticSwitch29_g11782 = _UVDistortFade; + #endif + float2 staticSwitch5_g11775 = ( temp_output_1_0_g11775 + ( lerpResult21_g11782 * staticSwitch9_g11784 * staticSwitch29_g11782 ) ); + #else + float2 staticSwitch5_g11775 = temp_output_1_0_g11775; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11781 = staticSwitch5_g11775; + float2 staticSwitch7_g11775 = ( temp_output_1_0_g11781 + ( ( temp_output_1_0_g11781 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11781 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11775 = staticSwitch5_g11775; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11780 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11775 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11775 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11775 = (rotatedValue36_g11780).xy; + #else + float2 staticSwitch9_g11775 = staticSwitch7_g11775; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11779 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11775 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11775 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11775 = (rotatedValue8_g11779).xy; + #else + float2 staticSwitch16_g11775 = staticSwitch9_g11775; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11775 = ( ( _UVScrollSpeed * temp_output_25_0_g11775 ) + staticSwitch16_g11775 ); + #else + float2 staticSwitch14_g11775 = staticSwitch16_g11775; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11777 = ( ( _PixelatePixelDensity * ( appendResult35_g11777 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11777 = clamp( ( floor( ( MultFactor30_g11777 * ( staticSwitch14_g11775 + ( float2( 0.5,0.5 ) / MultFactor30_g11777 ) ) ) ) / MultFactor30_g11777 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11775 = clampResult46_g11777; + #else + float2 staticSwitch4_g11775 = staticSwitch14_g11775; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11775 = ( ( ( staticSwitch4_g11775 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11775 = staticSwitch4_g11775; + #endif + float2 temp_output_1_0_g11786 = staticSwitch24_g11775; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11786 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11775.y + ( _WiggleSpeed * temp_output_25_0_g11775 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11786 = ( temp_output_7_0_g11786 * temp_output_1_0_g11786.y ); + #else + float staticSwitch18_g11786 = temp_output_7_0_g11786; + #endif + float2 appendResult12_g11786 = (float2(staticSwitch18_g11786 , 0.0)); + float2 staticSwitch13_g11786 = ( temp_output_1_0_g11786 + appendResult12_g11786 ); + #else + float2 staticSwitch13_g11786 = temp_output_1_0_g11786; + #endif + float2 temp_output_484_0 = staticSwitch13_g11786; + float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11753 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 ); + float linValue16_g11757 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11754 = shaderPosition235; + float linValue16_g11755 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11754 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11756; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11754; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11787 = staticSwitch485; + float2 break11_g11787 = float2( 0,0 ); + float2 break10_g11787 = float2( 1,1 ); + float2 break9_g11787 = spriteRectMin376; + float2 break8_g11787 = spriteRectMax377; + float2 appendResult15_g11787 = (float2( (break9_g11787.x + ( break14_g11787.x - break11_g11787.x ) * ( break8_g11787.x - break9_g11787.x ) / ( break10_g11787.x - break11_g11787.x ) ) , (break9_g11787.y + ( break14_g11787.y - break11_g11787.y ) * ( break8_g11787.y - break9_g11787.y ) / ( break10_g11787.y - break11_g11787.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11787 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11837 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11837 ) ) / appendResult7_g11837 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11733 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11734 = _MainTex; + float4 textureTexelSize3_g11734 = _MainTex_TexelSize; + float2 uvs3_g11734 = temp_output_1_0_g11733; + float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); + float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; + #else + float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11745 = temp_output_10_0_g11735; + float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); + float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; + float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; + float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); + float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float temp_output_2_0_g11736 = temp_output_10_0_g11735; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float temp_output_2_0_g11742 = temp_output_10_0_g11735; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11739 = temp_output_10_0_g11735; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11733 = staticSwitch8_g11733; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; + float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); + float temp_output_2_0_g11749 = _SharpenOffset; + float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; + float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; + float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); + float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); + float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; + float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); + float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); + float4 staticSwitch12_g11733 = appendResult24_g11748; + #else + float4 staticSwitch12_g11733 = staticSwitch3_g11733; + #endif + float4 temp_output_471_0 = staticSwitch12_g11733; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11752 = temp_output_471_0; + float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.color).rgb ) , temp_output_1_0_g11752.a)); + float4 staticSwitch354 = appendResult8_g11752; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11766 = originalColor191; + float4 temp_output_1_0_g11767 = temp_output_1_0_g11766; + float2 temp_output_7_0_g11766 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11767 = temp_output_7_0_g11766; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11767 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult28_g11767 = clamp( ( ( ( localMyCustomExpression16_g11768 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11767 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11767 = lerp( (temp_output_1_0_g11767).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11767 ) * _SmokeDarkEdge )); + float4 appendResult31_g11767 = (float4(lerpResult34_g11767 , ( clampResult28_g11767 * _SmokeAlpha * temp_output_1_0_g11767.a ))); + float4 staticSwitch2_g11766 = appendResult31_g11767; + #else + float4 staticSwitch2_g11766 = temp_output_1_0_g11766; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11769 = staticSwitch2_g11766; + float2 temp_output_57_0_g11769 = temp_output_7_0_g11766; + float4 tex2DNode3_g11769 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11769 ); + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11769 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + float clampResult37_g11769 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11769.r + ( localMyCustomExpression16_g11770 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11769 = (float4((temp_output_1_0_g11769).rgb , ( temp_output_1_0_g11769.a * pow( clampResult37_g11769 , ( _CustomFadeSmoothness / max( tex2DNode3_g11769.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11766 = appendResult13_g11769; + #else + float4 staticSwitch3_g11766 = staticSwitch2_g11766; + #endif + float4 temp_output_1_0_g11771 = staticSwitch3_g11766; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11772 = temp_output_1_0_g11771; + float2 appendResult4_g11772 = (float2(positionWS.x , positionWS.y)); + float2 temp_output_44_0_g11772 = ( appendResult4_g11772 * _CheckerboardTiling * 0.5 ); + float2 break12_g11772 = step( ( ceil( temp_output_44_0_g11772 ) - temp_output_44_0_g11772 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11772 = (float4(( (temp_output_1_0_g11772).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11772.x + break12_g11772.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11772.a)); + float4 staticSwitch2_g11771 = appendResult42_g11772; + #else + float4 staticSwitch2_g11771 = temp_output_1_0_g11771; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11773 = finalUV146; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11773 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float saferPower57_g11773 = abs( max( ( temp_output_75_0_g11773.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11773 = max( _FlameRadius , 0.01 ); + float clampResult70_g11773 = clamp( ( ( ( localMyCustomExpression16_g11774 * pow( saferPower57_g11773 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11773 - distance( temp_output_75_0_g11773 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11773 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11773 = ( clampResult70_g11773 * _FlameBrightness ); + float4 appendResult31_g11773 = (float4(temp_output_63_0_g11773 , temp_output_63_0_g11773 , temp_output_63_0_g11773 , clampResult70_g11773)); + float4 staticSwitch6_g11771 = ( appendResult31_g11773 * staticSwitch2_g11771 ); + #else + float4 staticSwitch6_g11771 = staticSwitch2_g11771; + #endif + float4 temp_output_3_0_g11788 = staticSwitch6_g11771; + float4 temp_output_1_0_g11820 = temp_output_3_0_g11788; + float4 appendResult91_g11820 = (float4((temp_output_1_0_g11820).rgb , 1.0)); + float2 temp_output_1_0_g11788 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11820 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11788 ); + #else + float4 staticSwitch81_g11820 = appendResult91_g11820; + #endif + float3 break82_g11820 = (staticSwitch81_g11820).xyz; + float temp_output_84_0_g11820 = max( ( break82_g11820.x + break82_g11820.y + break82_g11820.z ) , 0.001 ); + float4 break71_g11820 = ( ( _RecolorRGBRedTint * ( break82_g11820.x / temp_output_84_0_g11820 ) ) + ( _RecolorRGBGreenTint * ( break82_g11820.y / temp_output_84_0_g11820 ) ) + ( ( break82_g11820.z / temp_output_84_0_g11820 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11820 = (float3(break71_g11820.r , break71_g11820.g , break71_g11820.b)); + float4 break2_g11821 = temp_output_1_0_g11820; + float saferPower57_g11820 = abs( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) ); + float3 lerpResult26_g11820 = lerp( (temp_output_1_0_g11820).rgb , ( appendResult56_g11820 * pow( saferPower57_g11820 , ( max( break71_g11820.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11820.w * _RecolorRGBFade )); + float4 appendResult30_g11820 = (float4(lerpResult26_g11820 , temp_output_1_0_g11820.a)); + float4 staticSwitch43_g11788 = appendResult30_g11820; + #else + float4 staticSwitch43_g11788 = temp_output_3_0_g11788; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11818 = staticSwitch43_g11788; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11818 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11788 ); + #else + float4 staticSwitch62_g11818 = temp_output_1_0_g11818; + #endif + float3 hsvTorgb33_g11818 = RGBToHSV( staticSwitch62_g11818.rgb ); + float temp_output_43_0_g11818 = ( ( hsvTorgb33_g11818.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11818 = 0; + if( temp_output_43_0_g11818 >= 0.8333333 ) + ifLocalVar46_g11818 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11818 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.6666667 ) + ifLocalVar44_g11818 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11818 = ifLocalVar46_g11818; + float4 ifLocalVar47_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.3333333 ) + ifLocalVar47_g11818 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11818 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.1666667 ) + ifLocalVar45_g11818 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11818 = ifLocalVar47_g11818; + float4 ifLocalVar35_g11818 = 0; + if( temp_output_43_0_g11818 >= 0.5 ) + ifLocalVar35_g11818 = ifLocalVar44_g11818; + else + ifLocalVar35_g11818 = ifLocalVar45_g11818; + float4 break55_g11818 = ifLocalVar35_g11818; + float3 appendResult56_g11818 = (float3(break55_g11818.r , break55_g11818.g , break55_g11818.b)); + float4 break2_g11819 = temp_output_1_0_g11818; + float saferPower57_g11818 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) ); + float3 lerpResult26_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( appendResult56_g11818 * pow( saferPower57_g11818 , max( ( break55_g11818.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11818.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11818 = (float4(lerpResult26_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch9_g11788 = appendResult30_g11818; + #else + float4 staticSwitch9_g11788 = staticSwitch43_g11788; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11792 = staticSwitch9_g11788; + float3 temp_output_2_0_g11792 = (temp_output_1_0_g11792).rgb; + float3 In115_g11792 = temp_output_2_0_g11792; + float3 From115_g11792 = (_ColorReplaceFromColor).rgb; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 To115_g11792 = ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11792 = _ColorReplaceSmoothness; + float Range115_g11792 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11792 = MyCustomExpression115_g11792( In115_g11792 , From115_g11792 , To115_g11792 , Fuzziness115_g11792 , Range115_g11792 ); + float3 lerpResult112_g11792 = lerp( temp_output_2_0_g11792 , localMyCustomExpression115_g11792 , _ColorReplaceFade); + float4 appendResult4_g11792 = (float4(lerpResult112_g11792 , temp_output_1_0_g11792.a)); + float4 staticSwitch29_g11788 = appendResult4_g11792; + #else + float4 staticSwitch29_g11788 = staticSwitch9_g11788; + #endif + float4 temp_output_1_0_g11805 = staticSwitch29_g11788; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11805 = (temp_output_1_0_g11805).rgb; + float3 lerpResult3_g11805 = lerp( temp_output_9_0_g11805 , ( 1.0 - temp_output_9_0_g11805 ) , _NegativeFade); + float4 appendResult8_g11805 = (float4(lerpResult3_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch4_g11805 = appendResult8_g11805; + #else + float4 staticSwitch4_g11805 = temp_output_1_0_g11805; + #endif + float4 temp_output_57_0_g11788 = staticSwitch4_g11805; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11828 = temp_output_57_0_g11788; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11828 = (float4(pow( max( (temp_output_1_0_g11828).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11828.a)); + float4 staticSwitch32_g11788 = appendResult4_g11828; + #else + float4 staticSwitch32_g11788 = temp_output_57_0_g11788; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11803 = staticSwitch32_g11788; + float4 appendResult6_g11803 = (float4(( (temp_output_2_0_g11803).rgb * _Brightness ) , temp_output_2_0_g11803.a)); + float4 staticSwitch33_g11788 = appendResult6_g11803; + #else + float4 staticSwitch33_g11788 = staticSwitch32_g11788; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11804 = staticSwitch33_g11788; + float3 hsvTorgb1_g11804 = RGBToHSV( temp_output_2_0_g11804.rgb ); + float3 hsvTorgb3_g11804 = HSVToRGB( float3(( hsvTorgb1_g11804.x + _Hue ),hsvTorgb1_g11804.y,hsvTorgb1_g11804.z) ); + float4 appendResult8_g11804 = (float4(hsvTorgb3_g11804 , temp_output_2_0_g11804.a)); + float4 staticSwitch36_g11788 = appendResult8_g11804; + #else + float4 staticSwitch36_g11788 = staticSwitch33_g11788; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11822 = staticSwitch36_g11788; + float4 break2_g11823 = temp_output_1_0_g11822; + float temp_output_3_0_g11822 = ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ); + float clampResult25_g11822 = clamp( ( ( ( ( temp_output_3_0_g11822 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11822 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11822); + float3 lerpResult11_g11822 = lerp( (temp_output_1_0_g11822).rgb , ( lerpResult6_g11822 * pow( max( temp_output_3_0_g11822 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11822 = (float4(lerpResult11_g11822 , temp_output_1_0_g11822.a)); + float4 staticSwitch30_g11788 = appendResult18_g11822; + #else + float4 staticSwitch30_g11788 = staticSwitch36_g11788; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11800 = staticSwitch30_g11788; + float3 temp_output_4_0_g11800 = (temp_output_1_0_g11800).rgb; + float4 break12_g11800 = temp_output_1_0_g11800; + float3 lerpResult7_g11800 = lerp( temp_output_4_0_g11800 , ( temp_output_4_0_g11800 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11800.r , break12_g11800.g ) , break12_g11800.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11800 = lerp( temp_output_4_0_g11800 , lerpResult7_g11800 , _BlackTintFade); + float4 appendResult11_g11800 = (float4(lerpResult13_g11800 , break12_g11800.a)); + float4 staticSwitch20_g11788 = appendResult11_g11800; + #else + float4 staticSwitch20_g11788 = staticSwitch30_g11788; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11814 = staticSwitch20_g11788; + float4 break2_g11816 = temp_output_1_0_g11814; + float2 temp_output_65_0_g11814 = shaderPosition235; + float linValue16_g11815 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11814 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11815 = MyCustomExpression16_g11815( linValue16_g11815 ); + float clampResult53_g11814 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11814 ) ) + ( localMyCustomExpression16_g11815 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11814 = lerp( (temp_output_1_0_g11814).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11814 )); + float4 appendResult9_g11814 = (float4(lerpResult7_g11814 , (temp_output_1_0_g11814).a)); + float4 staticSwitch17_g11788 = appendResult9_g11814; + #else + float4 staticSwitch17_g11788 = staticSwitch20_g11788; + #endif + float temp_output_39_0_g11788 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11806 = staticSwitch17_g11788; + float3 hsvTorgb15_g11806 = RGBToHSV( (temp_output_1_0_g11806).rgb ); + float3 hsvTorgb19_g11806 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _ShiftHueSpeed ) + hsvTorgb15_g11806.x ),hsvTorgb15_g11806.y,hsvTorgb15_g11806.z) ); + float4 appendResult6_g11806 = (float4(hsvTorgb19_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch19_g11788 = appendResult6_g11806; + #else + float4 staticSwitch19_g11788 = staticSwitch17_g11788; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11810 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11810 = staticSwitch19_g11788; + float4 break2_g11812 = temp_output_1_0_g11810; + float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11811 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11810 = ( _AddHueFade * ( tex2DNode3_g11811.r * tex2DNode3_g11811.a ) ); + #else + float staticSwitch33_g11810 = _AddHueFade; + #endif + float4 appendResult6_g11810 = (float4(( ( hsvTorgb19_g11810 * pow( max( ( ( break2_g11812.x + break2_g11812.x + break2_g11812.y + break2_g11812.y + break2_g11812.y + break2_g11812.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11810 ) + (temp_output_1_0_g11810).rgb ) , temp_output_1_0_g11810.a)); + float4 staticSwitch23_g11788 = appendResult6_g11810; + #else + float4 staticSwitch23_g11788 = staticSwitch19_g11788; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11807 = staticSwitch23_g11788; + float4 break2_g11808 = temp_output_1_0_g11807; + float3 temp_output_13_0_g11807 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11807 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11807 = ( (tex2DNode30_g11807).rgb * temp_output_13_0_g11807 * tex2DNode30_g11807.a ); + #else + float3 staticSwitch27_g11807 = temp_output_13_0_g11807; + #endif + float4 appendResult21_g11807 = (float4(( (temp_output_1_0_g11807).rgb + ( pow( max( ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11807 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11788 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11807.a)); + float4 staticSwitch28_g11788 = appendResult21_g11807; + #else + float4 staticSwitch28_g11788 = staticSwitch23_g11788; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11795 = staticSwitch28_g11788; + float4 break2_g11796 = temp_output_1_0_g11795; + float3 temp_cast_46 = (( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 )).xxx; + float3 lerpResult5_g11795 = lerp( temp_cast_46 , (temp_output_1_0_g11795).rgb , _Saturation); + float4 appendResult8_g11795 = (float4(lerpResult5_g11795 , temp_output_1_0_g11795.a)); + float4 staticSwitch38_g11788 = appendResult8_g11795; + #else + float4 staticSwitch38_g11788 = staticSwitch28_g11788; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11797 = staticSwitch38_g11788; + float3 temp_output_82_0_g11797 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11797 = temp_output_1_0_g11788; + float temp_output_179_0_g11797 = temp_output_39_0_g11788; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11797 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11797 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11797 ) ) )).rgb * temp_output_82_0_g11797 ); + #else + float3 staticSwitch187_g11797 = temp_output_82_0_g11797; + #endif + float linValue16_g11799 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11797 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11797 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11799 = MyCustomExpression16_g11799( linValue16_g11799 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11797 = ( ( localMyCustomExpression16_g11799 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11797 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11797 = ( staticSwitch169_g11797 + temp_output_7_0_g11797 ); + float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11798 = appendResult2_g11798; + #else + float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 ); + #endif + float2 temp_output_25_0_g11797 = staticSwitch9_g11798; + float temp_output_178_0_g11797 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11797 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) ) ); + float3 lerpResult176_g11797 = lerp( (temp_output_15_0_g11797).rgb , staticSwitch187_g11797 , temp_output_178_0_g11797); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11797 = ( temp_output_178_0_g11797 * temp_output_15_0_g11797.a ); + #else + float staticSwitch188_g11797 = temp_output_15_0_g11797.a; + #endif + float4 appendResult177_g11797 = (float4(lerpResult176_g11797 , staticSwitch188_g11797)); + float4 staticSwitch12_g11788 = appendResult177_g11797; + #else + float4 staticSwitch12_g11788 = staticSwitch38_g11788; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11825 = staticSwitch12_g11788; + float3 temp_output_82_0_g11825 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11825 = temp_output_1_0_g11788; + float temp_output_186_0_g11825 = temp_output_39_0_g11788; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11825 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11825 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11825 ) ) )).rgb * temp_output_82_0_g11825 ); + #else + float3 staticSwitch199_g11825 = temp_output_82_0_g11825; + #endif + float temp_output_182_0_g11825 = ( ( 1.0 - temp_output_15_0_g11825.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11825 = 1.0; + #else + float staticSwitch203_g11825 = temp_output_182_0_g11825; + #endif + float3 lerpResult178_g11825 = lerp( (temp_output_15_0_g11825).rgb , staticSwitch199_g11825 , staticSwitch203_g11825); + float3 lerpResult170_g11825 = lerp( lerpResult178_g11825 , staticSwitch199_g11825 , staticSwitch203_g11825); + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11825 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11825 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11825 = ( ( localMyCustomExpression16_g11826 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11825 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11825 = ( staticSwitch157_g11825 + temp_output_7_0_g11825 ); + float2 appendResult10_g11827 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11827 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11827 = appendResult2_g11827; + #else + float2 staticSwitch9_g11827 = ( float2( 100,100 ) / appendResult10_g11827 ); + #endif + float2 temp_output_25_0_g11825 = staticSwitch9_g11827; + float lerpResult168_g11825 = lerp( temp_output_15_0_g11825.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11825 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11825 = ( temp_output_182_0_g11825 * lerpResult168_g11825 ); + #else + float staticSwitch200_g11825 = lerpResult168_g11825; + #endif + float4 appendResult174_g11825 = (float4(lerpResult170_g11825 , staticSwitch200_g11825)); + float4 staticSwitch13_g11788 = appendResult174_g11825; + #else + float4 staticSwitch13_g11788 = staticSwitch12_g11788; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11802 = staticSwitch13_g11788; + float3 temp_output_82_0_g11802 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11802 = temp_output_1_0_g11788; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11802 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11802 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11788 ) ) )).rgb * temp_output_82_0_g11802 ); + #else + float3 staticSwitch199_g11802 = temp_output_82_0_g11802; + #endif + float temp_output_213_0_g11802 = ( _PixelOutlineFade * step( temp_output_15_0_g11802.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11802 = ( ( 1.0 - temp_output_15_0_g11802.a ) * min( ( temp_output_213_0_g11802 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11802 = 1.0; + #else + float staticSwitch203_g11802 = temp_output_182_0_g11802; + #endif + float3 lerpResult178_g11802 = lerp( (temp_output_15_0_g11802).rgb , staticSwitch199_g11802 , staticSwitch203_g11802); + float3 lerpResult170_g11802 = lerp( lerpResult178_g11802 , staticSwitch199_g11802 , staticSwitch203_g11802); + float2 appendResult206_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11802 = ( float2( 1,1 ) / appendResult206_g11802 ); + float lerpResult168_g11802 = lerp( temp_output_15_0_g11802.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11802 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11802); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11802 = ( temp_output_182_0_g11802 * lerpResult168_g11802 ); + #else + float staticSwitch200_g11802 = lerpResult168_g11802; + #endif + float4 appendResult174_g11802 = (float4(lerpResult170_g11802 , staticSwitch200_g11802)); + float4 staticSwitch48_g11788 = appendResult174_g11802; + #else + float4 staticSwitch48_g11788 = staticSwitch13_g11788; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11789 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11788 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11789 = staticSwitch48_g11788; + float4 break2_g11790 = temp_output_5_0_g11789; + float4 appendResult12_g11789 = (float4(( ( lerpResult15_g11789 * _PingPongGlowFade * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11789).rgb ) , temp_output_5_0_g11789.a)); + float4 staticSwitch46_g11788 = appendResult12_g11789; + #else + float4 staticSwitch46_g11788 = staticSwitch48_g11788; + #endif + float4 temp_output_361_0 = staticSwitch46_g11788; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11830 = temp_output_361_0; + float4 break2_g11831 = temp_output_1_0_g11830; + float temp_output_44_0_g11830 = unity_OrthoParams.y; + float4 appendResult22_g11830 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11831.x + break2_g11831.x + break2_g11831.y + break2_g11831.y + break2_g11831.y + break2_g11831.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11830 * 0.2 ) ) + positionWS.y ) / temp_output_44_0_g11830 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11830.a ))); + float4 lerpResult37_g11830 = lerp( temp_output_1_0_g11830 , appendResult22_g11830 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11830; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11833 = staticSwitch56; + float4 break2_g11835 = temp_output_1_0_g11833; + float temp_output_34_0_g11833 = shaderTime237; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11833 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float3 hsvTorgb3_g11836 = HSVToRGB( float3(( localMyCustomExpression16_g11834 + ( temp_output_34_0_g11833 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11836 ) , glitchFade152); + float4 appendResult27_g11833 = (float4(lerpResult23_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch57 = appendResult27_g11833; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11838 = staticSwitch57; + float4 temp_output_1_0_g11868 = temp_output_3_0_g11838; + float2 temp_output_41_0_g11838 = shaderPosition235; + float2 temp_output_99_0_g11868 = temp_output_41_0_g11838; + float temp_output_40_0_g11838 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11838 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11868 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11868 = ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11868 ); + #else + float2 staticSwitch101_g11868 = temp_output_99_0_g11868; + #endif + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11868 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult52_g11868 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11870 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11868 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11868 ) , clampResult52_g11868); + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11868 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float clampResult65_g11868 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11872 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11868 = lerp( lerpResult55_g11868 , ( _CamouflageColorB * clampResult65_g11868 ) , clampResult65_g11868); + float4 break2_g11871 = temp_output_1_0_g11868; + float3 lerpResult4_g11868 = lerp( (temp_output_1_0_g11868).rgb , ( (lerpResult68_g11868).rgb * pow( max( ( ( break2_g11871.x + break2_g11871.x + break2_g11871.y + break2_g11871.y + break2_g11871.y + break2_g11871.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11868 = (float4(lerpResult4_g11868 , temp_output_1_0_g11868.a)); + float4 staticSwitch26_g11838 = appendResult7_g11868; + #else + float4 staticSwitch26_g11838 = temp_output_3_0_g11838; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11861 = staticSwitch26_g11838; + float temp_output_59_0_g11861 = temp_output_40_0_g11838; + float2 temp_output_58_0_g11861 = temp_output_41_0_g11838; + float linValue16_g11862 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11861 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11861 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11862 = MyCustomExpression16_g11862( linValue16_g11862 ); + float linValue16_g11864 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11862 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11861 * _MetalNoiseSpeed ) + temp_output_58_0_g11861 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11864 = MyCustomExpression16_g11864( linValue16_g11864 ); + float4 break2_g11863 = temp_output_1_0_g11861; + float temp_output_5_0_g11861 = ( ( break2_g11863.x + break2_g11863.x + break2_g11863.y + break2_g11863.y + break2_g11863.y + break2_g11863.z ) / 6.0 ); + float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11866 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11861 = ( _MetalFade * ( tex2DNode3_g11866.r * tex2DNode3_g11866.a ) ); + #else + float staticSwitch60_g11861 = _MetalFade; + #endif + float4 lerpResult45_g11861 = lerp( temp_output_1_0_g11861 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11864 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11861); + float4 appendResult8_g11861 = (float4((lerpResult45_g11861).rgb , (temp_output_1_0_g11861).a)); + float4 staticSwitch28_g11838 = appendResult8_g11861; + #else + float4 staticSwitch28_g11838 = staticSwitch26_g11838; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11853 = staticSwitch28_g11838; + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_7_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float2 temp_output_72_0_g11853 = temp_output_41_0_g11838; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11853 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float temp_output_73_0_g11853 = temp_output_40_0_g11838; + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11853 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11853 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11858 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11853 * _FrozenHighlightSpeed ) + temp_output_72_0_g11853 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11858 = MyCustomExpression16_g11858( linValue16_g11858 ); + float3 lerpResult57_g11853 = lerp( (temp_output_1_0_g11853).rgb , ( ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11855 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11858 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11853 = (float4(lerpResult57_g11853 , temp_output_1_0_g11853.a)); + float4 staticSwitch29_g11838 = appendResult26_g11853; + #else + float4 staticSwitch29_g11838 = staticSwitch28_g11838; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11847 = staticSwitch29_g11838; + float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; + float4 break2_g11851 = float4( temp_output_28_0_g11847 , 0.0 ); + float2 temp_output_72_0_g11847 = temp_output_41_0_g11838; + float linValue16_g11850 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11850 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11847 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float clampResult68_g11847 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11848 ) , 0.0 , 1.0 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_15_0_g11847 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11847 , _BurnPosition ) ) + ( localMyCustomExpression16_g11849 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11847 = clamp( temp_output_15_0_g11847 , 0.0 , 1.0 ); + float3 lerpResult29_g11847 = lerp( temp_output_28_0_g11847 , ( pow( max( ( ( break2_g11851.x + break2_g11851.x + break2_g11851.y + break2_g11851.y + break2_g11851.y + break2_g11851.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11847 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11847); + float3 lerpResult40_g11847 = lerp( temp_output_28_0_g11847 , ( lerpResult29_g11847 + ( ( step( temp_output_15_0_g11847 , 1.0 ) * step( 0.0 , temp_output_15_0_g11847 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11847 = (float4(lerpResult40_g11847 , temp_output_1_0_g11847.a)); + float4 staticSwitch32_g11838 = appendResult43_g11847; + #else + float4 staticSwitch32_g11838 = staticSwitch29_g11838; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11843 = temp_output_41_0_g11838; + float linValue16_g11844 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11843 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 ); + float3 hsvTorgb3_g11846 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11843 , _RainbowCenter ) + ( localMyCustomExpression16_g11844 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11838 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11843 = RGBToHSV( hsvTorgb3_g11846 ); + float3 hsvTorgb37_g11843 = HSVToRGB( float3(hsvTorgb36_g11843.x,_RainbowSaturation,( hsvTorgb36_g11843.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11843 = staticSwitch32_g11838; + float4 break2_g11845 = temp_output_1_0_g11843; + float saferPower24_g11843 = abs( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ); + float4 appendResult29_g11843 = (float4(( ( hsvTorgb37_g11843 * pow( saferPower24_g11843 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11843).rgb ) , temp_output_1_0_g11843.a)); + float4 staticSwitch34_g11838 = appendResult29_g11843; + #else + float4 staticSwitch34_g11838 = staticSwitch32_g11838; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11839 = staticSwitch34_g11838; + float3 temp_output_57_0_g11839 = (temp_output_1_0_g11839).rgb; + float4 break2_g11841 = temp_output_1_0_g11839; + float3 temp_cast_69 = (( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 )).xxx; + float3 lerpResult92_g11839 = lerp( temp_cast_69 , temp_output_57_0_g11839 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11839 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11838 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11839 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11839 = clamp( ( ( ( sin( ( rotatedValue69_g11839.x - ( temp_output_40_0_g11838 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11839 ) ) / temp_output_103_0_g11839 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11840 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11839 = ( _ShineFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) ); + #else + float staticSwitch98_g11839 = _ShineFade; + #endif + float4 appendResult8_g11839 = (float4(( temp_output_57_0_g11839 + ( ( pow( max( lerpResult92_g11839 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11839 * staticSwitch98_g11839 ) ) , (temp_output_1_0_g11839).a)); + float4 staticSwitch36_g11838 = appendResult8_g11839; + #else + float4 staticSwitch36_g11838 = staticSwitch34_g11838; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11874 = temp_output_40_0_g11838; + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11874 * _PoisonNoiseSpeed ) + temp_output_41_0_g11838 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float3 temp_output_24_0_g11874 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11874 = staticSwitch36_g11838; + float3 temp_output_28_0_g11874 = (temp_output_1_0_g11874).rgb; + float4 break2_g11875 = float4( temp_output_28_0_g11874 , 0.0 ); + float3 lerpResult32_g11874 = lerp( temp_output_28_0_g11874 , ( temp_output_24_0_g11874 * ( ( break2_g11875.x + break2_g11875.x + break2_g11875.y + break2_g11875.y + break2_g11875.y + break2_g11875.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11874 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11876 + ( temp_output_41_0_g11874 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11874 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11874 ) , temp_output_1_0_g11874.a)); + float4 staticSwitch39_g11838 = appendResult27_g11874; + #else + float4 staticSwitch39_g11838 = staticSwitch36_g11838; + #endif + float4 temp_output_10_0_g11878 = staticSwitch39_g11838; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11878 = (temp_output_10_0_g11878).rgb; + float2 temp_output_2_0_g11878 = temp_output_41_0_g11838; + float temp_output_1_0_g11878 = temp_output_40_0_g11838; + float2 temp_output_6_0_g11878 = ( temp_output_1_0_g11878 * _EnchantedSpeed ); + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11878 - ( ( temp_output_6_0_g11878 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float linValue16_g11879 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11878 + temp_output_2_0_g11878 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); + float temp_output_36_0_g11878 = ( localMyCustomExpression16_g11881 + localMyCustomExpression16_g11879 ); + float temp_output_43_0_g11878 = ( temp_output_36_0_g11878 * 0.5 ); + float3 lerpResult42_g11878 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11878); + float3 hsvTorgb53_g11878 = HSVToRGB( float3(( ( temp_output_43_0_g11878 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11878 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11878 = hsvTorgb53_g11878; + #else + float3 staticSwitch50_g11878 = lerpResult42_g11878; + #endif + float4 break2_g11880 = temp_output_10_0_g11878; + float3 temp_output_40_0_g11878 = ( staticSwitch50_g11878 * pow( max( ( ( break2_g11880.x + break2_g11880.x + break2_g11880.y + break2_g11880.y + break2_g11880.y + break2_g11880.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11878 = ( max( ( temp_output_36_0_g11878 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11878 = lerp( temp_output_12_0_g11878 , temp_output_40_0_g11878 , temp_output_45_0_g11878); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11878 = lerpResult44_g11878; + #else + float3 staticSwitch47_g11878 = ( temp_output_12_0_g11878 + ( temp_output_40_0_g11878 * temp_output_45_0_g11878 ) ); + #endif + float4 appendResult19_g11878 = (float4(staticSwitch47_g11878 , temp_output_10_0_g11878.a)); + float4 staticSwitch11_g11878 = appendResult19_g11878; + #else + float4 staticSwitch11_g11878 = temp_output_10_0_g11878; + #endif + float4 temp_output_1_0_g11883 = staticSwitch11_g11878; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11883 = temp_output_1_0_g11883; + float3 appendResult32_g11883 = (float3(break5_g11883.r , break5_g11883.g , break5_g11883.b)); + float4 break2_g11884 = temp_output_1_0_g11883; + float temp_output_4_0_g11883 = ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ); + float temp_output_11_0_g11883 = ( ( ( temp_output_4_0_g11883 + ( temp_output_40_0_g11838 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11883 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11883 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11883 = HSVToRGB( float3(temp_output_11_0_g11883,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11883 = hsvTorgb12_g11883; + #else + float3 staticSwitch26_g11883 = ( lerpResult20_g11883 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11883 = lerp( appendResult32_g11883 , ( staticSwitch26_g11883 * pow( max( temp_output_4_0_g11883 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11883 = (float4(lerpResult31_g11883 , break5_g11883.a)); + float4 staticSwitch33_g11883 = appendResult6_g11883; + #else + float4 staticSwitch33_g11883 = temp_output_1_0_g11883; + #endif + float4 temp_output_5_0_g11890 = staticSwitch33_g11883; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11890 = temp_output_5_0_g11890; + float3 appendResult11_g11890 = (float3(break6_g11890.r , break6_g11890.g , break6_g11890.b)); + float temp_output_27_0_g11890 = temp_output_40_0_g11838; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11890 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11890 ) ); + #else + float2 staticSwitch73_g11890 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11890 = ( ( _TextureLayer1Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11890 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11891 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11890 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11891 = _TextureLayer1Columns; + int Height10_g11891 = _TextureLayer1Rows; + float Tile10_g11891 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11890 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11891 = float2( 0,1 ); + float2 localMyCustomExpression10_g11891 = MyCustomExpression10_g11891( UV10_g11891 , Width10_g11891 , Height10_g11891 , Tile10_g11891 , Invert10_g11891 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11890 = localMyCustomExpression10_g11891; + #else + float2 staticSwitch20_g11890 = temp_output_72_0_g11890; + #endif + float4 tex2DNode3_g11890 = tex2D( _TextureLayer1Texture, staticSwitch20_g11890 ); + float3 appendResult13_g11890 = (float3(tex2DNode3_g11890.r , tex2DNode3_g11890.g , tex2DNode3_g11890.b)); + float3 appendResult18_g11890 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11890 = ( appendResult13_g11890 * appendResult18_g11890 ); + float4 break2_g11892 = temp_output_5_0_g11890; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11890 ); + #else + float3 staticSwitch80_g11890 = temp_output_16_0_g11890; + #endif + float3 lerpResult12_g11890 = lerp( appendResult11_g11890 , staticSwitch80_g11890 , ( tex2DNode3_g11890.a * _TextureLayer1Fade )); + float4 appendResult14_g11890 = (float4(lerpResult12_g11890 , break6_g11890.a)); + float4 staticSwitch15_g11890 = appendResult14_g11890; + #else + float4 staticSwitch15_g11890 = temp_output_5_0_g11890; + #endif + float4 temp_output_5_0_g11886 = staticSwitch15_g11890; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11886 = temp_output_5_0_g11886; + float3 appendResult11_g11886 = (float3(break6_g11886.r , break6_g11886.g , break6_g11886.b)); + float temp_output_27_0_g11886 = temp_output_40_0_g11838; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11886 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11886 ) ); + #else + float2 staticSwitch73_g11886 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11886 = ( ( _TextureLayer2Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11886 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11887 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11886 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11887 = _TextureLayer2Columns; + int Height10_g11887 = _TextureLayer2Rows; + float Tile10_g11887 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11886 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11887 = float2( 0,1 ); + float2 localMyCustomExpression10_g11887 = MyCustomExpression10_g11887( UV10_g11887 , Width10_g11887 , Height10_g11887 , Tile10_g11887 , Invert10_g11887 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11886 = localMyCustomExpression10_g11887; + #else + float2 staticSwitch20_g11886 = temp_output_72_0_g11886; + #endif + float4 tex2DNode3_g11886 = tex2D( _TextureLayer2Texture, staticSwitch20_g11886 ); + float3 appendResult13_g11886 = (float3(tex2DNode3_g11886.r , tex2DNode3_g11886.g , tex2DNode3_g11886.b)); + float3 appendResult18_g11886 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11886 = ( appendResult13_g11886 * appendResult18_g11886 ); + float4 break2_g11888 = temp_output_5_0_g11886; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11886 ); + #else + float3 staticSwitch84_g11886 = temp_output_16_0_g11886; + #endif + float3 lerpResult12_g11886 = lerp( appendResult11_g11886 , staticSwitch84_g11886 , ( tex2DNode3_g11886.a * _TextureLayer2Fade )); + float4 appendResult14_g11886 = (float4(lerpResult12_g11886 , break6_g11886.a)); + float4 staticSwitch15_g11886 = appendResult14_g11886; + #else + float4 staticSwitch15_g11886 = temp_output_5_0_g11886; + #endif + float4 temp_output_473_0 = staticSwitch15_g11886; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11894 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11894 = (float4(break4_g11894.r , break4_g11894.g , break4_g11894.b , ( break4_g11894.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11894; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11895 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )); + float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11895; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11896 = staticSwitch75; + float4 temp_output_1_0_g11897 = temp_output_1_0_g11896; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11897 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11896 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 ); + float clampResult17_g11897 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11897 ) ) - localMyCustomExpression16_g11898 ) / temp_output_53_0_g11897 ) , 0.0 , 1.0 ); + float4 appendResult3_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * clampResult17_g11897 ))); + float4 staticSwitch3_g11896 = appendResult3_g11897; + #else + float4 staticSwitch3_g11896 = temp_output_1_0_g11896; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11906 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11906 = MyCustomExpression16_g11906( linValue16_g11906 ); + float temp_output_5_0_g11905 = localMyCustomExpression16_g11906; + float temp_output_61_0_g11905 = step( temp_output_5_0_g11905 , _FullGlowDissolveFade ); + float temp_output_53_0_g11905 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11905 = staticSwitch3_g11896; + float4 appendResult3_g11905 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11905 - step( temp_output_5_0_g11905 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11905 ) ) - temp_output_53_0_g11905 ) ) ) ) + (temp_output_1_0_g11905).rgb ) , ( temp_output_1_0_g11905.a * temp_output_61_0_g11905 ))); + float4 staticSwitch5_g11896 = appendResult3_g11905; + #else + float4 staticSwitch5_g11896 = staticSwitch3_g11896; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11907 = staticSwitch5_g11896; + float2 temp_output_76_0_g11907 = temp_output_18_0_g11896; + float linValue16_g11908 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11907 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11908 = MyCustomExpression16_g11908( linValue16_g11908 ); + float clampResult17_g11907 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11907 ) + ( localMyCustomExpression16_g11908 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11907 = (float4((temp_output_1_0_g11907).rgb , ( temp_output_1_0_g11907.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11907 ) ):( clampResult17_g11907 )) ))); + float4 staticSwitch8_g11896 = appendResult3_g11907; + #else + float4 staticSwitch8_g11896 = staticSwitch5_g11896; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11903 = temp_output_18_0_g11896; + float linValue16_g11904 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11903 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11904 = MyCustomExpression16_g11904( linValue16_g11904 ); + float temp_output_65_0_g11903 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11903 ) + ( localMyCustomExpression16_g11904 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11903 = step( temp_output_65_0_g11903 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11903 = step( temp_output_65_0_g11903 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11903 = staticSwitch8_g11896; + float4 appendResult3_g11903 = (float4(( ( max( ( temp_output_75_0_g11903 - temp_output_76_0_g11903 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11903).rgb ) , ( temp_output_1_0_g11903.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11903 ) ):( temp_output_75_0_g11903 )) ))); + float4 staticSwitch9_g11896 = appendResult3_g11903; + #else + float4 staticSwitch9_g11896 = staticSwitch8_g11896; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11899 = staticSwitch9_g11896; + float2 temp_output_161_0_g11899 = temp_output_18_0_g11896; + float3 rotatedValue136_g11899 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11899 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11899 = rotatedValue136_g11899; + float linValue16_g11900 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11899 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11900 = MyCustomExpression16_g11900( linValue16_g11900 ); + float clampResult154_g11899 = clamp( ( ( break130_g11899.x + break130_g11899.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11900 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11899 = (float4((temp_output_1_0_g11899).rgb , ( temp_output_1_0_g11899.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11899 ) ):( clampResult154_g11899 )) ))); + float4 staticSwitch11_g11896 = appendResult3_g11899; + #else + float4 staticSwitch11_g11896 = staticSwitch9_g11896; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11901 = temp_output_18_0_g11896; + float3 rotatedValue136_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11901 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11901 = rotatedValue136_g11901; + float linValue16_g11902 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11901 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 ); + float temp_output_168_0_g11901 = max( ( ( break130_g11901.x + break130_g11901.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11902 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11901 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ); + float4 temp_output_1_0_g11901 = staticSwitch11_g11896; + float clampResult154_g11901 = clamp( temp_output_161_0_g11901 , 0.0 , 1.0 ); + float4 appendResult3_g11901 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11901 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ) ) ) + (temp_output_1_0_g11901).rgb ) , ( temp_output_1_0_g11901.a * clampResult154_g11901 ))); + float4 staticSwitch15_g11896 = appendResult3_g11901; + #else + float4 staticSwitch15_g11896 = staticSwitch11_g11896; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11909 = staticSwitch15_g11896; + float2 temp_output_126_0_g11909 = temp_output_18_0_g11896; + float temp_output_121_0_g11909 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11909 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11910 = (float2(temp_output_121_0_g11909 , temp_output_121_0_g11909)); + float temp_output_17_0_g11910 = length( ( (( ( abs( temp_output_126_0_g11909 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11910 ) ); + float clampResult17_g11909 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11910 ) / fwidth( temp_output_17_0_g11910 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11909 = (float4((temp_output_1_0_g11909).rgb , ( temp_output_1_0_g11909.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11909 ) ):( clampResult17_g11909 )) ))); + float4 staticSwitch13_g11896 = appendResult3_g11909; + #else + float4 staticSwitch13_g11896 = staticSwitch15_g11896; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11912 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11912 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11912 = ( temp_output_3_0_g11912 * ( (tex2DNode19_g11912).rgb * tex2DNode19_g11912.a ) ); + #else + float3 staticSwitch16_g11912 = temp_output_3_0_g11912; + #endif + float4 temp_output_1_0_g11912 = staticSwitch13_g11896; + float4 break2_g11914 = temp_output_1_0_g11912; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11912 = ( staticSwitch16_g11912 * pow( max( ( ( break2_g11914.x + break2_g11914.x + break2_g11914.y + break2_g11914.y + break2_g11914.y + break2_g11914.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11912 = staticSwitch16_g11912; + #endif + float4 appendResult6_g11912 = (float4(( ( staticSwitch17_g11912 * _AddColorFade ) + (temp_output_1_0_g11912).rgb ) , temp_output_1_0_g11912.a)); + float4 staticSwitch5_g11911 = appendResult6_g11912; + #else + float4 staticSwitch5_g11911 = staticSwitch13_g11896; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11915 = staticSwitch5_g11911; + float3 lerpResult4_g11915 = lerp( (temp_output_1_0_g11915).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11915.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11915.a ) * _AlphaTintFade )); + float4 appendResult13_g11915 = (float4(lerpResult4_g11915 , temp_output_1_0_g11915.a)); + float4 staticSwitch11_g11911 = appendResult13_g11915; + #else + float4 staticSwitch11_g11911 = staticSwitch5_g11911; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11916 = staticSwitch11_g11911; + float3 temp_output_6_0_g11916 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11916 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11916 = ( temp_output_6_0_g11916 * ( (tex2DNode23_g11916).rgb * tex2DNode23_g11916.a ) ); + #else + float3 staticSwitch21_g11916 = temp_output_6_0_g11916; + #endif + float4 break2_g11918 = temp_output_1_0_g11916; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11916 = ( pow( max( ( ( break2_g11918.x + break2_g11918.x + break2_g11918.y + break2_g11918.y + break2_g11918.y + break2_g11918.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11916 ); + #else + float3 staticSwitch22_g11916 = staticSwitch21_g11916; + #endif + float3 lerpResult7_g11916 = lerp( (temp_output_1_0_g11916).rgb , staticSwitch22_g11916 , _StrongTintFade); + float4 appendResult9_g11916 = (float4(lerpResult7_g11916 , (temp_output_1_0_g11916).a)); + float4 staticSwitch7_g11911 = appendResult9_g11916; + #else + float4 staticSwitch7_g11911 = staticSwitch11_g11911; + #endif + float4 temp_output_2_0_g11919 = staticSwitch7_g11911; + #ifdef _ENABLESHADOW_ON + float4 break4_g11921 = temp_output_2_0_g11919; + float3 appendResult5_g11921 = (float3(break4_g11921.r , break4_g11921.g , break4_g11921.b)); + float2 appendResult10_g11920 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11920 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11920 = appendResult2_g11920; + #else + float2 staticSwitch9_g11920 = ( float2( 100,100 ) / appendResult10_g11920 ); + #endif + float4 appendResult85_g11919 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11920 * _ShadowOffset ) ) ).a ))); + float4 break6_g11921 = appendResult85_g11919; + float3 appendResult7_g11921 = (float3(break6_g11921.r , break6_g11921.g , break6_g11921.b)); + float temp_output_11_0_g11921 = ( ( 1.0 - break4_g11921.a ) * break6_g11921.a ); + float temp_output_32_0_g11921 = ( break4_g11921.a + temp_output_11_0_g11921 ); + float4 appendResult18_g11921 = (float4(( ( ( appendResult5_g11921 * break4_g11921.a ) + ( appendResult7_g11921 * temp_output_11_0_g11921 ) ) * ( 1.0 / max( temp_output_32_0_g11921 , 0.01 ) ) ) , temp_output_32_0_g11921)); + float4 staticSwitch82_g11919 = appendResult18_g11921; + #else + float4 staticSwitch82_g11919 = temp_output_2_0_g11919; + #endif + float4 break4_g11922 = staticSwitch82_g11919; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11766 = 1.0; + #else + float staticSwitch8_g11766 = IN.color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11766 = 1.0; + #else + float staticSwitch9_g11766 = staticSwitch8_g11766; + #endif + float customVertexAlpha193 = staticSwitch9_g11766; + float4 appendResult5_g11922 = (float4(break4_g11922.r , break4_g11922.g , break4_g11922.b , ( break4_g11922.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11922; + float4 temp_output_1_0_g11924 = temp_output_344_0; + float4 appendResult8_g11924 = (float4(( (temp_output_1_0_g11924).rgb * (IN.color).rgb ) , temp_output_1_0_g11924.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11924; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11931 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11931 = (float4(( (temp_output_7_0_g11931).rgb / max( temp_output_7_0_g11931.a , 1E-05 ) ) , temp_output_7_0_g11931.a)); + float4 staticSwitch6_g11931 = appendResult2_g11931; + #else + float4 staticSwitch6_g11931 = temp_output_7_0_g11931; + #endif + + float4 Color = staticSwitch6_g11931; + + #if defined(DEBUG_DISPLAY) + SurfaceData2D surfaceData; + InitializeSurfaceData(Color.rgb, Color.a, surfaceData); + InputData2D inputData; + InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData); + half4 debugColor = 0; + + SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); + + if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) + { + return debugColor; + } + #endif + + #if ETC1_EXTERNAL_ALPHA + float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy ); + Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture ); + #endif + + Color *= IN.color; + return Color; + } + + ENDHLSL + } + Pass { - + Name "SceneSelectionPass" - Tags - { - "LightMode"="SceneSelectionPass" - } + Tags { "LightMode"="SceneSelectionPass" } Cull Off HLSLPROGRAM - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - #pragma vertex vert - #pragma fragment frag + #pragma multi_compile_instancing - #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL @@ -11841,3683 +10237,3175 @@ temp_output_1_0_g11752.a)); #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY - #define SCENESELECTIONPASS 1 + #define SCENESELECTIONPASS 1 - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPRedTint; - float4 _RecolorRGBYCPYellowTint; - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPCyanTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPPurpleTint; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - float4 _RecolorRGBGreenTint; - float4 _RecolorRGBRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - float4 _ShineColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - float4 _MetalColor; - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - float4 _CamouflageColorA; - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowMask_ST; - float4 _SineGlowColor; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnEdgeNoiseScale; - float2 _BurnPosition; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineTextureSpeed; - float2 _InnerOutlineNoiseSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineDistortionIntensity; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineNoiseScale; - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveOffset; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortTo; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - float2 _FrozenHighlightDistortionSpeed; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Offset; - float2 _TextureLayer2ScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - float2 _UVScalePivot; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; - float _RainbowSaturation; - float _RainbowBrightness; - float _RainbowContrast; - float _RainbowDensity; - #endif - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - float _FrozenHighlightDensity; - float _FrozenFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - int _TextureLayer2Columns; - int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - float _SourceAlphaDissolveNoiseFactor; - float _SourceAlphaDissolveFade; - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - float _ShineRotation; - float _ShineFrequency; - float _ShineSpeed; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - float _HalftoneInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedFade; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedReduce; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; - float _EnchantedBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeSmoothness; - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFrequency; - #endif - float _MaskBrightness; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - float _OuterOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueContrast; - float _AddHueSaturation; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceRange; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameRadius; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameNoiseFactor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - float _InkSpreadContrast; - #endif - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintFade; - float _BlackTintPower; - #endif - #ifdef _ENABLESPLITTONING_ON - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float _Brightness; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - #endif - float _NormalIntensity; + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPRedTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + float4 _ShineColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + float4 _MetalColor; + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + float4 _SineGlowColor; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + float2 _BurnPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineTextureSpeed; + float2 _InnerOutlineNoiseSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineDistortionIntensity; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2ScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + float _RainbowSaturation; + float _RainbowBrightness; + float _RainbowContrast; + float _RainbowDensity; + #endif + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + float _FrozenHighlightDensity; + float _FrozenFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + int _TextureLayer2Columns; + int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; + float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + float _ShineRotation; + float _ShineFrequency; + float _ShineSpeed; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedFade; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedReduce; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + float _EnchantedBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeSmoothness; + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFrequency; + #endif + float _MaskBrightness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + float _OuterOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueContrast; + float _AddHueSaturation; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceRange; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameNoiseFactor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + float _InkSpreadContrast; + #endif + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintFade; + float _BlackTintPower; + #endif + #ifdef _ENABLESPLITTONING_ON + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + #endif + float _NormalIntensity; + struct VertexInput - { - float3 positionOS : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_SKINNED_VERTEX_INPUTS - UNITY_VERTEX_INPUT_INSTANCE_ID - }; + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_SKINNED_VERTEX_INPUTS + UNITY_VERTEX_INPUT_INSTANCE_ID + }; - struct VertexOutput - { - float4 positionCS : SV_POSITION; - float4 ase_texcoord : TEXCOORD0; - float4 ase_texcoord1 : TEXCOORD1; - float4 ase_texcoord2 : TEXCOORD2; - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; int _ObjectId; int _PassValue; - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11757( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11755( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11666( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11668( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11762( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11763( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11792( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11815( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11799( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11862( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11864( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11858( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11850( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11844( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11879( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11891( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11887( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11898( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11906( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11908( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11904( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11900( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11902( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + - float MyCustomExpression16_g11716(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } + VertexOutput vert(VertexInput v ) + { + VertexOutput o = (VertexOutput)0; - float MyCustomExpression16_g11714(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SKINNED_VERTEX_COMPUTE(v); - float FastNoise101_g11666(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); + v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11923 = fixedUV475; + float2 appendResult72_g11923 = (float2(( _SquishStretch * ( break77_g11923.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11923.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11923 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11926 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11758 = _TimeValue; + #else + float staticSwitch44_g11758 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11758 = UnscaledTime; + #else + float staticSwitch34_g11758 = staticSwitch44_g11758; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed ); + #else + float staticSwitch37_g11758 = staticSwitch34_g11758; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11758 = staticSwitch37_g11758; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11758 = staticSwitch38_g11758; + #endif + float shaderTime237 = staticSwitch42_g11758; + float temp_output_8_0_g11926 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11926 = ( ( sin( ( temp_output_8_0_g11926 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11926 ); + #else + float2 staticSwitch4_g11926 = temp_output_2_0_g11926; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11927 = temp_output_8_0_g11926; + float3 rotatedValue21_g11927 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11927 * _VibrateRotation ) ); + float2 staticSwitch6_g11926 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11927 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11927).xy ) + staticSwitch4_g11926 ); + #else + float2 staticSwitch6_g11926 = staticSwitch4_g11926; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11926 = ( staticSwitch6_g11926 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11926 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11926 = staticSwitch6_g11926; + #endif + float2 temp_output_424_0 = staticSwitch10_g11926; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11753 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11759 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11759 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11759 = temp_output_61_0_g11759; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11759 = (v.positionOS).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11759 = ( (v.positionOS).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11759 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11759; + float linValue16_g11757 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11754 = shaderPosition235; + float linValue16_g11755 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11754 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11756; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11754; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord1 = screenPos; + o.ase_texcoord2.xyz = ase_positionWS; + + o.ase_texcoord.xy = v.ase_texcoord.xy; + o.ase_texcoord3 = float4(v.positionOS,1); + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord.zw = 0; + o.ase_texcoord2.w = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS = vertexValue; + #else + v.positionOS += vertexValue; + #endif - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); + float3 positionWS = TransformObjectToWorld(v.positionOS); + o.positionCS = TransformWorldToHClip(positionWS); - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } + return o; + } - float MyCustomExpression16_g11668(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } + half4 frag(VertexOutput IN) : SV_TARGET + { + float2 texCoord363 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord1; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord2.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11665 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11666 = _WindMinIntensity; + #else + float staticSwitch117_g11666 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11666 = _WindMaxIntensity; + #else + float staticSwitch118_g11666 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11666 = _WindXPosition; + #else + float staticSwitch111_g11666 = transform62_g11666.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11666 = _WindNoiseScale; + #else + float staticSwitch113_g11666 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11758 = _TimeValue; + #else + float staticSwitch44_g11758 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11758 = UnscaledTime; + #else + float staticSwitch34_g11758 = staticSwitch44_g11758; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed ); + #else + float staticSwitch37_g11758 = staticSwitch34_g11758; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11758 = staticSwitch37_g11758; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11758 = staticSwitch38_g11758; + #endif + float shaderTime237 = staticSwitch42_g11758; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11666 = WindTime; + #endif + float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 ); + float x101_g11666 = temp_output_50_0_g11666; + float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 ); + float2 temp_cast_0 = (temp_output_50_0_g11666).xx; + float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11666 = simplePerlin2D121_g11666; + #else + float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 ); + #endif + float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666); + float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; + float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip ); + float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 ))); + float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) ); + float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; + #else + float2 staticSwitch4_g11665 = temp_output_3_0_g11665; + #endif + float2 texCoord435 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11759 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11759 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11759 = temp_output_61_0_g11759; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11759 = (IN.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11759 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11759 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11759; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11667 = shaderPosition235; + float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11665; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11670 = shaderPosition235; + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11670 = rotatedValue136_g11670; + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11760 = unity_OrthoParams.y; + float temp_output_8_0_g11760 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11760 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11760 ); + float2 temp_cast_4 = (temp_output_8_0_g11760).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11762 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 ); + float clampResult75_g11760 = clamp( localMyCustomExpression16_g11762 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11760).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11763 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11763 = MyCustomExpression16_g11763( linValue16_g11763 ); + float2 appendResult10_g11761 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11761 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11761 = appendResult2_g11761; + #else + float2 staticSwitch9_g11761 = ( float2( 100,100 ) / appendResult10_g11761 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11760 = (float2(( ( ( clampResult75_g11760 * ( localMyCustomExpression16_g11763 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11761.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11760 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11673 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11673; + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11765 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11775 = staticSwitch62; + float2 temp_output_26_0_g11775 = shaderPosition235; + float temp_output_25_0_g11775 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11775 + ( _UVDistortSpeed * temp_output_25_0_g11775 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float2 lerpResult21_g11782 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11785); + float2 appendResult10_g11784 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11784 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11784 = appendResult2_g11784; + #else + float2 staticSwitch9_g11784 = ( float2( 100,100 ) / appendResult10_g11784 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11783 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11782 = ( _UVDistortFade * ( tex2DNode3_g11783.r * tex2DNode3_g11783.a ) ); + #else + float staticSwitch29_g11782 = _UVDistortFade; + #endif + float2 staticSwitch5_g11775 = ( temp_output_1_0_g11775 + ( lerpResult21_g11782 * staticSwitch9_g11784 * staticSwitch29_g11782 ) ); + #else + float2 staticSwitch5_g11775 = temp_output_1_0_g11775; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11781 = staticSwitch5_g11775; + float2 staticSwitch7_g11775 = ( temp_output_1_0_g11781 + ( ( temp_output_1_0_g11781 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11781 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11775 = staticSwitch5_g11775; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11780 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11775 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11775 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11775 = (rotatedValue36_g11780).xy; + #else + float2 staticSwitch9_g11775 = staticSwitch7_g11775; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11779 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11775 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11775 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11775 = (rotatedValue8_g11779).xy; + #else + float2 staticSwitch16_g11775 = staticSwitch9_g11775; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11775 = ( ( _UVScrollSpeed * temp_output_25_0_g11775 ) + staticSwitch16_g11775 ); + #else + float2 staticSwitch14_g11775 = staticSwitch16_g11775; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11777 = ( ( _PixelatePixelDensity * ( appendResult35_g11777 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11777 = clamp( ( floor( ( MultFactor30_g11777 * ( staticSwitch14_g11775 + ( float2( 0.5,0.5 ) / MultFactor30_g11777 ) ) ) ) / MultFactor30_g11777 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11775 = clampResult46_g11777; + #else + float2 staticSwitch4_g11775 = staticSwitch14_g11775; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11775 = ( ( ( staticSwitch4_g11775 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11775 = staticSwitch4_g11775; + #endif + float2 temp_output_1_0_g11786 = staticSwitch24_g11775; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11786 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11775.y + ( _WiggleSpeed * temp_output_25_0_g11775 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11786 = ( temp_output_7_0_g11786 * temp_output_1_0_g11786.y ); + #else + float staticSwitch18_g11786 = temp_output_7_0_g11786; + #endif + float2 appendResult12_g11786 = (float2(staticSwitch18_g11786 , 0.0)); + float2 staticSwitch13_g11786 = ( temp_output_1_0_g11786 + appendResult12_g11786 ); + #else + float2 staticSwitch13_g11786 = temp_output_1_0_g11786; + #endif + float2 temp_output_484_0 = staticSwitch13_g11786; + float2 texCoord131 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11753 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 ); + float linValue16_g11757 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11754 = shaderPosition235; + float linValue16_g11755 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11754 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11756; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11754; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11787 = staticSwitch485; + float2 break11_g11787 = float2( 0,0 ); + float2 break10_g11787 = float2( 1,1 ); + float2 break9_g11787 = spriteRectMin376; + float2 break8_g11787 = spriteRectMax377; + float2 appendResult15_g11787 = (float2( (break9_g11787.x + ( break14_g11787.x - break11_g11787.x ) * ( break8_g11787.x - break9_g11787.x ) / ( break10_g11787.x - break11_g11787.x ) ) , (break9_g11787.y + ( break14_g11787.y - break11_g11787.y ) * ( break8_g11787.y - break9_g11787.y ) / ( break10_g11787.y - break11_g11787.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11787 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11837 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11837 ) ) / appendResult7_g11837 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11733 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11734 = _MainTex; + float4 textureTexelSize3_g11734 = _MainTex_TexelSize; + float2 uvs3_g11734 = temp_output_1_0_g11733; + float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); + float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; + #else + float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11745 = temp_output_10_0_g11735; + float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); + float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; + float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; + float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); + float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float temp_output_2_0_g11736 = temp_output_10_0_g11735; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float temp_output_2_0_g11742 = temp_output_10_0_g11735; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11739 = temp_output_10_0_g11735; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11733 = staticSwitch8_g11733; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; + float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); + float temp_output_2_0_g11749 = _SharpenOffset; + float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; + float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; + float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); + float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); + float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; + float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); + float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); + float4 staticSwitch12_g11733 = appendResult24_g11748; + #else + float4 staticSwitch12_g11733 = staticSwitch3_g11733; + #endif + float4 temp_output_471_0 = staticSwitch12_g11733; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11752 = temp_output_471_0; + float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a)); + float4 staticSwitch354 = appendResult8_g11752; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11766 = originalColor191; + float4 temp_output_1_0_g11767 = temp_output_1_0_g11766; + float2 temp_output_7_0_g11766 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11767 = temp_output_7_0_g11766; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11767 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult28_g11767 = clamp( ( ( ( localMyCustomExpression16_g11768 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11767 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11767 = lerp( (temp_output_1_0_g11767).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11767 ) * _SmokeDarkEdge )); + float4 appendResult31_g11767 = (float4(lerpResult34_g11767 , ( clampResult28_g11767 * _SmokeAlpha * temp_output_1_0_g11767.a ))); + float4 staticSwitch2_g11766 = appendResult31_g11767; + #else + float4 staticSwitch2_g11766 = temp_output_1_0_g11766; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11769 = staticSwitch2_g11766; + float2 temp_output_57_0_g11769 = temp_output_7_0_g11766; + float4 tex2DNode3_g11769 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11769 ); + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11769 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + float clampResult37_g11769 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11769.r + ( localMyCustomExpression16_g11770 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11769 = (float4((temp_output_1_0_g11769).rgb , ( temp_output_1_0_g11769.a * pow( clampResult37_g11769 , ( _CustomFadeSmoothness / max( tex2DNode3_g11769.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11766 = appendResult13_g11769; + #else + float4 staticSwitch3_g11766 = staticSwitch2_g11766; + #endif + float4 temp_output_1_0_g11771 = staticSwitch3_g11766; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11772 = temp_output_1_0_g11771; + float2 appendResult4_g11772 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11772 = ( appendResult4_g11772 * _CheckerboardTiling * 0.5 ); + float2 break12_g11772 = step( ( ceil( temp_output_44_0_g11772 ) - temp_output_44_0_g11772 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11772 = (float4(( (temp_output_1_0_g11772).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11772.x + break12_g11772.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11772.a)); + float4 staticSwitch2_g11771 = appendResult42_g11772; + #else + float4 staticSwitch2_g11771 = temp_output_1_0_g11771; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11773 = finalUV146; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11773 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float saferPower57_g11773 = abs( max( ( temp_output_75_0_g11773.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11773 = max( _FlameRadius , 0.01 ); + float clampResult70_g11773 = clamp( ( ( ( localMyCustomExpression16_g11774 * pow( saferPower57_g11773 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11773 - distance( temp_output_75_0_g11773 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11773 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11773 = ( clampResult70_g11773 * _FlameBrightness ); + float4 appendResult31_g11773 = (float4(temp_output_63_0_g11773 , temp_output_63_0_g11773 , temp_output_63_0_g11773 , clampResult70_g11773)); + float4 staticSwitch6_g11771 = ( appendResult31_g11773 * staticSwitch2_g11771 ); + #else + float4 staticSwitch6_g11771 = staticSwitch2_g11771; + #endif + float4 temp_output_3_0_g11788 = staticSwitch6_g11771; + float4 temp_output_1_0_g11820 = temp_output_3_0_g11788; + float4 appendResult91_g11820 = (float4((temp_output_1_0_g11820).rgb , 1.0)); + float2 temp_output_1_0_g11788 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11820 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11788 ); + #else + float4 staticSwitch81_g11820 = appendResult91_g11820; + #endif + float3 break82_g11820 = (staticSwitch81_g11820).xyz; + float temp_output_84_0_g11820 = max( ( break82_g11820.x + break82_g11820.y + break82_g11820.z ) , 0.001 ); + float4 break71_g11820 = ( ( _RecolorRGBRedTint * ( break82_g11820.x / temp_output_84_0_g11820 ) ) + ( _RecolorRGBGreenTint * ( break82_g11820.y / temp_output_84_0_g11820 ) ) + ( ( break82_g11820.z / temp_output_84_0_g11820 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11820 = (float3(break71_g11820.r , break71_g11820.g , break71_g11820.b)); + float4 break2_g11821 = temp_output_1_0_g11820; + float saferPower57_g11820 = abs( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) ); + float3 lerpResult26_g11820 = lerp( (temp_output_1_0_g11820).rgb , ( appendResult56_g11820 * pow( saferPower57_g11820 , ( max( break71_g11820.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11820.w * _RecolorRGBFade )); + float4 appendResult30_g11820 = (float4(lerpResult26_g11820 , temp_output_1_0_g11820.a)); + float4 staticSwitch43_g11788 = appendResult30_g11820; + #else + float4 staticSwitch43_g11788 = temp_output_3_0_g11788; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11818 = staticSwitch43_g11788; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11818 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11788 ); + #else + float4 staticSwitch62_g11818 = temp_output_1_0_g11818; + #endif + float3 hsvTorgb33_g11818 = RGBToHSV( staticSwitch62_g11818.rgb ); + float temp_output_43_0_g11818 = ( ( hsvTorgb33_g11818.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11818 = 0; + if( temp_output_43_0_g11818 >= 0.8333333 ) + ifLocalVar46_g11818 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11818 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.6666667 ) + ifLocalVar44_g11818 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11818 = ifLocalVar46_g11818; + float4 ifLocalVar47_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.3333333 ) + ifLocalVar47_g11818 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11818 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.1666667 ) + ifLocalVar45_g11818 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11818 = ifLocalVar47_g11818; + float4 ifLocalVar35_g11818 = 0; + if( temp_output_43_0_g11818 >= 0.5 ) + ifLocalVar35_g11818 = ifLocalVar44_g11818; + else + ifLocalVar35_g11818 = ifLocalVar45_g11818; + float4 break55_g11818 = ifLocalVar35_g11818; + float3 appendResult56_g11818 = (float3(break55_g11818.r , break55_g11818.g , break55_g11818.b)); + float4 break2_g11819 = temp_output_1_0_g11818; + float saferPower57_g11818 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) ); + float3 lerpResult26_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( appendResult56_g11818 * pow( saferPower57_g11818 , max( ( break55_g11818.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11818.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11818 = (float4(lerpResult26_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch9_g11788 = appendResult30_g11818; + #else + float4 staticSwitch9_g11788 = staticSwitch43_g11788; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11792 = staticSwitch9_g11788; + float3 temp_output_2_0_g11792 = (temp_output_1_0_g11792).rgb; + float3 In115_g11792 = temp_output_2_0_g11792; + float3 From115_g11792 = (_ColorReplaceFromColor).rgb; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 To115_g11792 = ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11792 = _ColorReplaceSmoothness; + float Range115_g11792 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11792 = MyCustomExpression115_g11792( In115_g11792 , From115_g11792 , To115_g11792 , Fuzziness115_g11792 , Range115_g11792 ); + float3 lerpResult112_g11792 = lerp( temp_output_2_0_g11792 , localMyCustomExpression115_g11792 , _ColorReplaceFade); + float4 appendResult4_g11792 = (float4(lerpResult112_g11792 , temp_output_1_0_g11792.a)); + float4 staticSwitch29_g11788 = appendResult4_g11792; + #else + float4 staticSwitch29_g11788 = staticSwitch9_g11788; + #endif + float4 temp_output_1_0_g11805 = staticSwitch29_g11788; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11805 = (temp_output_1_0_g11805).rgb; + float3 lerpResult3_g11805 = lerp( temp_output_9_0_g11805 , ( 1.0 - temp_output_9_0_g11805 ) , _NegativeFade); + float4 appendResult8_g11805 = (float4(lerpResult3_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch4_g11805 = appendResult8_g11805; + #else + float4 staticSwitch4_g11805 = temp_output_1_0_g11805; + #endif + float4 temp_output_57_0_g11788 = staticSwitch4_g11805; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11828 = temp_output_57_0_g11788; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11828 = (float4(pow( max( (temp_output_1_0_g11828).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11828.a)); + float4 staticSwitch32_g11788 = appendResult4_g11828; + #else + float4 staticSwitch32_g11788 = temp_output_57_0_g11788; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11803 = staticSwitch32_g11788; + float4 appendResult6_g11803 = (float4(( (temp_output_2_0_g11803).rgb * _Brightness ) , temp_output_2_0_g11803.a)); + float4 staticSwitch33_g11788 = appendResult6_g11803; + #else + float4 staticSwitch33_g11788 = staticSwitch32_g11788; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11804 = staticSwitch33_g11788; + float3 hsvTorgb1_g11804 = RGBToHSV( temp_output_2_0_g11804.rgb ); + float3 hsvTorgb3_g11804 = HSVToRGB( float3(( hsvTorgb1_g11804.x + _Hue ),hsvTorgb1_g11804.y,hsvTorgb1_g11804.z) ); + float4 appendResult8_g11804 = (float4(hsvTorgb3_g11804 , temp_output_2_0_g11804.a)); + float4 staticSwitch36_g11788 = appendResult8_g11804; + #else + float4 staticSwitch36_g11788 = staticSwitch33_g11788; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11822 = staticSwitch36_g11788; + float4 break2_g11823 = temp_output_1_0_g11822; + float temp_output_3_0_g11822 = ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ); + float clampResult25_g11822 = clamp( ( ( ( ( temp_output_3_0_g11822 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11822 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11822); + float3 lerpResult11_g11822 = lerp( (temp_output_1_0_g11822).rgb , ( lerpResult6_g11822 * pow( max( temp_output_3_0_g11822 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11822 = (float4(lerpResult11_g11822 , temp_output_1_0_g11822.a)); + float4 staticSwitch30_g11788 = appendResult18_g11822; + #else + float4 staticSwitch30_g11788 = staticSwitch36_g11788; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11800 = staticSwitch30_g11788; + float3 temp_output_4_0_g11800 = (temp_output_1_0_g11800).rgb; + float4 break12_g11800 = temp_output_1_0_g11800; + float3 lerpResult7_g11800 = lerp( temp_output_4_0_g11800 , ( temp_output_4_0_g11800 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11800.r , break12_g11800.g ) , break12_g11800.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11800 = lerp( temp_output_4_0_g11800 , lerpResult7_g11800 , _BlackTintFade); + float4 appendResult11_g11800 = (float4(lerpResult13_g11800 , break12_g11800.a)); + float4 staticSwitch20_g11788 = appendResult11_g11800; + #else + float4 staticSwitch20_g11788 = staticSwitch30_g11788; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11814 = staticSwitch20_g11788; + float4 break2_g11816 = temp_output_1_0_g11814; + float2 temp_output_65_0_g11814 = shaderPosition235; + float linValue16_g11815 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11814 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11815 = MyCustomExpression16_g11815( linValue16_g11815 ); + float clampResult53_g11814 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11814 ) ) + ( localMyCustomExpression16_g11815 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11814 = lerp( (temp_output_1_0_g11814).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11814 )); + float4 appendResult9_g11814 = (float4(lerpResult7_g11814 , (temp_output_1_0_g11814).a)); + float4 staticSwitch17_g11788 = appendResult9_g11814; + #else + float4 staticSwitch17_g11788 = staticSwitch20_g11788; + #endif + float temp_output_39_0_g11788 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11806 = staticSwitch17_g11788; + float3 hsvTorgb15_g11806 = RGBToHSV( (temp_output_1_0_g11806).rgb ); + float3 hsvTorgb19_g11806 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _ShiftHueSpeed ) + hsvTorgb15_g11806.x ),hsvTorgb15_g11806.y,hsvTorgb15_g11806.z) ); + float4 appendResult6_g11806 = (float4(hsvTorgb19_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch19_g11788 = appendResult6_g11806; + #else + float4 staticSwitch19_g11788 = staticSwitch17_g11788; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11810 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11810 = staticSwitch19_g11788; + float4 break2_g11812 = temp_output_1_0_g11810; + float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11811 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11810 = ( _AddHueFade * ( tex2DNode3_g11811.r * tex2DNode3_g11811.a ) ); + #else + float staticSwitch33_g11810 = _AddHueFade; + #endif + float4 appendResult6_g11810 = (float4(( ( hsvTorgb19_g11810 * pow( max( ( ( break2_g11812.x + break2_g11812.x + break2_g11812.y + break2_g11812.y + break2_g11812.y + break2_g11812.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11810 ) + (temp_output_1_0_g11810).rgb ) , temp_output_1_0_g11810.a)); + float4 staticSwitch23_g11788 = appendResult6_g11810; + #else + float4 staticSwitch23_g11788 = staticSwitch19_g11788; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11807 = staticSwitch23_g11788; + float4 break2_g11808 = temp_output_1_0_g11807; + float3 temp_output_13_0_g11807 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11807 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11807 = ( (tex2DNode30_g11807).rgb * temp_output_13_0_g11807 * tex2DNode30_g11807.a ); + #else + float3 staticSwitch27_g11807 = temp_output_13_0_g11807; + #endif + float4 appendResult21_g11807 = (float4(( (temp_output_1_0_g11807).rgb + ( pow( max( ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11807 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11788 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11807.a)); + float4 staticSwitch28_g11788 = appendResult21_g11807; + #else + float4 staticSwitch28_g11788 = staticSwitch23_g11788; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11795 = staticSwitch28_g11788; + float4 break2_g11796 = temp_output_1_0_g11795; + float3 temp_cast_46 = (( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 )).xxx; + float3 lerpResult5_g11795 = lerp( temp_cast_46 , (temp_output_1_0_g11795).rgb , _Saturation); + float4 appendResult8_g11795 = (float4(lerpResult5_g11795 , temp_output_1_0_g11795.a)); + float4 staticSwitch38_g11788 = appendResult8_g11795; + #else + float4 staticSwitch38_g11788 = staticSwitch28_g11788; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11797 = staticSwitch38_g11788; + float3 temp_output_82_0_g11797 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11797 = temp_output_1_0_g11788; + float temp_output_179_0_g11797 = temp_output_39_0_g11788; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11797 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11797 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11797 ) ) )).rgb * temp_output_82_0_g11797 ); + #else + float3 staticSwitch187_g11797 = temp_output_82_0_g11797; + #endif + float linValue16_g11799 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11797 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11797 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11799 = MyCustomExpression16_g11799( linValue16_g11799 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11797 = ( ( localMyCustomExpression16_g11799 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11797 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11797 = ( staticSwitch169_g11797 + temp_output_7_0_g11797 ); + float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11798 = appendResult2_g11798; + #else + float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 ); + #endif + float2 temp_output_25_0_g11797 = staticSwitch9_g11798; + float temp_output_178_0_g11797 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11797 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) ) ); + float3 lerpResult176_g11797 = lerp( (temp_output_15_0_g11797).rgb , staticSwitch187_g11797 , temp_output_178_0_g11797); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11797 = ( temp_output_178_0_g11797 * temp_output_15_0_g11797.a ); + #else + float staticSwitch188_g11797 = temp_output_15_0_g11797.a; + #endif + float4 appendResult177_g11797 = (float4(lerpResult176_g11797 , staticSwitch188_g11797)); + float4 staticSwitch12_g11788 = appendResult177_g11797; + #else + float4 staticSwitch12_g11788 = staticSwitch38_g11788; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11825 = staticSwitch12_g11788; + float3 temp_output_82_0_g11825 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11825 = temp_output_1_0_g11788; + float temp_output_186_0_g11825 = temp_output_39_0_g11788; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11825 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11825 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11825 ) ) )).rgb * temp_output_82_0_g11825 ); + #else + float3 staticSwitch199_g11825 = temp_output_82_0_g11825; + #endif + float temp_output_182_0_g11825 = ( ( 1.0 - temp_output_15_0_g11825.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11825 = 1.0; + #else + float staticSwitch203_g11825 = temp_output_182_0_g11825; + #endif + float3 lerpResult178_g11825 = lerp( (temp_output_15_0_g11825).rgb , staticSwitch199_g11825 , staticSwitch203_g11825); + float3 lerpResult170_g11825 = lerp( lerpResult178_g11825 , staticSwitch199_g11825 , staticSwitch203_g11825); + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11825 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11825 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11825 = ( ( localMyCustomExpression16_g11826 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11825 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11825 = ( staticSwitch157_g11825 + temp_output_7_0_g11825 ); + float2 appendResult10_g11827 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11827 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11827 = appendResult2_g11827; + #else + float2 staticSwitch9_g11827 = ( float2( 100,100 ) / appendResult10_g11827 ); + #endif + float2 temp_output_25_0_g11825 = staticSwitch9_g11827; + float lerpResult168_g11825 = lerp( temp_output_15_0_g11825.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11825 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11825 = ( temp_output_182_0_g11825 * lerpResult168_g11825 ); + #else + float staticSwitch200_g11825 = lerpResult168_g11825; + #endif + float4 appendResult174_g11825 = (float4(lerpResult170_g11825 , staticSwitch200_g11825)); + float4 staticSwitch13_g11788 = appendResult174_g11825; + #else + float4 staticSwitch13_g11788 = staticSwitch12_g11788; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11802 = staticSwitch13_g11788; + float3 temp_output_82_0_g11802 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11802 = temp_output_1_0_g11788; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11802 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11802 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11788 ) ) )).rgb * temp_output_82_0_g11802 ); + #else + float3 staticSwitch199_g11802 = temp_output_82_0_g11802; + #endif + float temp_output_213_0_g11802 = ( _PixelOutlineFade * step( temp_output_15_0_g11802.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11802 = ( ( 1.0 - temp_output_15_0_g11802.a ) * min( ( temp_output_213_0_g11802 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11802 = 1.0; + #else + float staticSwitch203_g11802 = temp_output_182_0_g11802; + #endif + float3 lerpResult178_g11802 = lerp( (temp_output_15_0_g11802).rgb , staticSwitch199_g11802 , staticSwitch203_g11802); + float3 lerpResult170_g11802 = lerp( lerpResult178_g11802 , staticSwitch199_g11802 , staticSwitch203_g11802); + float2 appendResult206_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11802 = ( float2( 1,1 ) / appendResult206_g11802 ); + float lerpResult168_g11802 = lerp( temp_output_15_0_g11802.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11802 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11802); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11802 = ( temp_output_182_0_g11802 * lerpResult168_g11802 ); + #else + float staticSwitch200_g11802 = lerpResult168_g11802; + #endif + float4 appendResult174_g11802 = (float4(lerpResult170_g11802 , staticSwitch200_g11802)); + float4 staticSwitch48_g11788 = appendResult174_g11802; + #else + float4 staticSwitch48_g11788 = staticSwitch13_g11788; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11789 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11788 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11789 = staticSwitch48_g11788; + float4 break2_g11790 = temp_output_5_0_g11789; + float4 appendResult12_g11789 = (float4(( ( lerpResult15_g11789 * _PingPongGlowFade * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11789).rgb ) , temp_output_5_0_g11789.a)); + float4 staticSwitch46_g11788 = appendResult12_g11789; + #else + float4 staticSwitch46_g11788 = staticSwitch48_g11788; + #endif + float4 temp_output_361_0 = staticSwitch46_g11788; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11830 = temp_output_361_0; + float4 break2_g11831 = temp_output_1_0_g11830; + float temp_output_44_0_g11830 = unity_OrthoParams.y; + float4 appendResult22_g11830 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11831.x + break2_g11831.x + break2_g11831.y + break2_g11831.y + break2_g11831.y + break2_g11831.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11830 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11830 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11830.a ))); + float4 lerpResult37_g11830 = lerp( temp_output_1_0_g11830 , appendResult22_g11830 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11830; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11833 = staticSwitch56; + float4 break2_g11835 = temp_output_1_0_g11833; + float temp_output_34_0_g11833 = shaderTime237; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11833 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float3 hsvTorgb3_g11836 = HSVToRGB( float3(( localMyCustomExpression16_g11834 + ( temp_output_34_0_g11833 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11836 ) , glitchFade152); + float4 appendResult27_g11833 = (float4(lerpResult23_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch57 = appendResult27_g11833; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11838 = staticSwitch57; + float4 temp_output_1_0_g11868 = temp_output_3_0_g11838; + float2 temp_output_41_0_g11838 = shaderPosition235; + float2 temp_output_99_0_g11868 = temp_output_41_0_g11838; + float temp_output_40_0_g11838 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11838 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11868 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11868 = ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11868 ); + #else + float2 staticSwitch101_g11868 = temp_output_99_0_g11868; + #endif + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11868 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult52_g11868 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11870 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11868 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11868 ) , clampResult52_g11868); + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11868 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float clampResult65_g11868 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11872 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11868 = lerp( lerpResult55_g11868 , ( _CamouflageColorB * clampResult65_g11868 ) , clampResult65_g11868); + float4 break2_g11871 = temp_output_1_0_g11868; + float3 lerpResult4_g11868 = lerp( (temp_output_1_0_g11868).rgb , ( (lerpResult68_g11868).rgb * pow( max( ( ( break2_g11871.x + break2_g11871.x + break2_g11871.y + break2_g11871.y + break2_g11871.y + break2_g11871.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11868 = (float4(lerpResult4_g11868 , temp_output_1_0_g11868.a)); + float4 staticSwitch26_g11838 = appendResult7_g11868; + #else + float4 staticSwitch26_g11838 = temp_output_3_0_g11838; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11861 = staticSwitch26_g11838; + float temp_output_59_0_g11861 = temp_output_40_0_g11838; + float2 temp_output_58_0_g11861 = temp_output_41_0_g11838; + float linValue16_g11862 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11861 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11861 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11862 = MyCustomExpression16_g11862( linValue16_g11862 ); + float linValue16_g11864 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11862 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11861 * _MetalNoiseSpeed ) + temp_output_58_0_g11861 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11864 = MyCustomExpression16_g11864( linValue16_g11864 ); + float4 break2_g11863 = temp_output_1_0_g11861; + float temp_output_5_0_g11861 = ( ( break2_g11863.x + break2_g11863.x + break2_g11863.y + break2_g11863.y + break2_g11863.y + break2_g11863.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11866 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11861 = ( _MetalFade * ( tex2DNode3_g11866.r * tex2DNode3_g11866.a ) ); + #else + float staticSwitch60_g11861 = _MetalFade; + #endif + float4 lerpResult45_g11861 = lerp( temp_output_1_0_g11861 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11864 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11861); + float4 appendResult8_g11861 = (float4((lerpResult45_g11861).rgb , (temp_output_1_0_g11861).a)); + float4 staticSwitch28_g11838 = appendResult8_g11861; + #else + float4 staticSwitch28_g11838 = staticSwitch26_g11838; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11853 = staticSwitch28_g11838; + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_7_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float2 temp_output_72_0_g11853 = temp_output_41_0_g11838; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11853 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float temp_output_73_0_g11853 = temp_output_40_0_g11838; + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11853 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11853 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11858 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11853 * _FrozenHighlightSpeed ) + temp_output_72_0_g11853 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11858 = MyCustomExpression16_g11858( linValue16_g11858 ); + float3 lerpResult57_g11853 = lerp( (temp_output_1_0_g11853).rgb , ( ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11855 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11858 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11853 = (float4(lerpResult57_g11853 , temp_output_1_0_g11853.a)); + float4 staticSwitch29_g11838 = appendResult26_g11853; + #else + float4 staticSwitch29_g11838 = staticSwitch28_g11838; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11847 = staticSwitch29_g11838; + float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; + float4 break2_g11851 = float4( temp_output_28_0_g11847 , 0.0 ); + float2 temp_output_72_0_g11847 = temp_output_41_0_g11838; + float linValue16_g11850 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11850 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11847 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float clampResult68_g11847 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11848 ) , 0.0 , 1.0 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_15_0_g11847 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11847 , _BurnPosition ) ) + ( localMyCustomExpression16_g11849 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11847 = clamp( temp_output_15_0_g11847 , 0.0 , 1.0 ); + float3 lerpResult29_g11847 = lerp( temp_output_28_0_g11847 , ( pow( max( ( ( break2_g11851.x + break2_g11851.x + break2_g11851.y + break2_g11851.y + break2_g11851.y + break2_g11851.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11847 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11847); + float3 lerpResult40_g11847 = lerp( temp_output_28_0_g11847 , ( lerpResult29_g11847 + ( ( step( temp_output_15_0_g11847 , 1.0 ) * step( 0.0 , temp_output_15_0_g11847 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11847 = (float4(lerpResult40_g11847 , temp_output_1_0_g11847.a)); + float4 staticSwitch32_g11838 = appendResult43_g11847; + #else + float4 staticSwitch32_g11838 = staticSwitch29_g11838; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11843 = temp_output_41_0_g11838; + float linValue16_g11844 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11843 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 ); + float3 hsvTorgb3_g11846 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11843 , _RainbowCenter ) + ( localMyCustomExpression16_g11844 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11838 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11843 = RGBToHSV( hsvTorgb3_g11846 ); + float3 hsvTorgb37_g11843 = HSVToRGB( float3(hsvTorgb36_g11843.x,_RainbowSaturation,( hsvTorgb36_g11843.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11843 = staticSwitch32_g11838; + float4 break2_g11845 = temp_output_1_0_g11843; + float saferPower24_g11843 = abs( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ); + float4 appendResult29_g11843 = (float4(( ( hsvTorgb37_g11843 * pow( saferPower24_g11843 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11843).rgb ) , temp_output_1_0_g11843.a)); + float4 staticSwitch34_g11838 = appendResult29_g11843; + #else + float4 staticSwitch34_g11838 = staticSwitch32_g11838; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11839 = staticSwitch34_g11838; + float3 temp_output_57_0_g11839 = (temp_output_1_0_g11839).rgb; + float4 break2_g11841 = temp_output_1_0_g11839; + float3 temp_cast_69 = (( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 )).xxx; + float3 lerpResult92_g11839 = lerp( temp_cast_69 , temp_output_57_0_g11839 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11839 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11838 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11839 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11839 = clamp( ( ( ( sin( ( rotatedValue69_g11839.x - ( temp_output_40_0_g11838 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11839 ) ) / temp_output_103_0_g11839 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11840 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11839 = ( _ShineFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) ); + #else + float staticSwitch98_g11839 = _ShineFade; + #endif + float4 appendResult8_g11839 = (float4(( temp_output_57_0_g11839 + ( ( pow( max( lerpResult92_g11839 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11839 * staticSwitch98_g11839 ) ) , (temp_output_1_0_g11839).a)); + float4 staticSwitch36_g11838 = appendResult8_g11839; + #else + float4 staticSwitch36_g11838 = staticSwitch34_g11838; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11874 = temp_output_40_0_g11838; + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11874 * _PoisonNoiseSpeed ) + temp_output_41_0_g11838 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float3 temp_output_24_0_g11874 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11874 = staticSwitch36_g11838; + float3 temp_output_28_0_g11874 = (temp_output_1_0_g11874).rgb; + float4 break2_g11875 = float4( temp_output_28_0_g11874 , 0.0 ); + float3 lerpResult32_g11874 = lerp( temp_output_28_0_g11874 , ( temp_output_24_0_g11874 * ( ( break2_g11875.x + break2_g11875.x + break2_g11875.y + break2_g11875.y + break2_g11875.y + break2_g11875.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11874 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11876 + ( temp_output_41_0_g11874 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11874 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11874 ) , temp_output_1_0_g11874.a)); + float4 staticSwitch39_g11838 = appendResult27_g11874; + #else + float4 staticSwitch39_g11838 = staticSwitch36_g11838; + #endif + float4 temp_output_10_0_g11878 = staticSwitch39_g11838; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11878 = (temp_output_10_0_g11878).rgb; + float2 temp_output_2_0_g11878 = temp_output_41_0_g11838; + float temp_output_1_0_g11878 = temp_output_40_0_g11838; + float2 temp_output_6_0_g11878 = ( temp_output_1_0_g11878 * _EnchantedSpeed ); + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11878 - ( ( temp_output_6_0_g11878 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float linValue16_g11879 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11878 + temp_output_2_0_g11878 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); + float temp_output_36_0_g11878 = ( localMyCustomExpression16_g11881 + localMyCustomExpression16_g11879 ); + float temp_output_43_0_g11878 = ( temp_output_36_0_g11878 * 0.5 ); + float3 lerpResult42_g11878 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11878); + float3 hsvTorgb53_g11878 = HSVToRGB( float3(( ( temp_output_43_0_g11878 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11878 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11878 = hsvTorgb53_g11878; + #else + float3 staticSwitch50_g11878 = lerpResult42_g11878; + #endif + float4 break2_g11880 = temp_output_10_0_g11878; + float3 temp_output_40_0_g11878 = ( staticSwitch50_g11878 * pow( max( ( ( break2_g11880.x + break2_g11880.x + break2_g11880.y + break2_g11880.y + break2_g11880.y + break2_g11880.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11878 = ( max( ( temp_output_36_0_g11878 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11878 = lerp( temp_output_12_0_g11878 , temp_output_40_0_g11878 , temp_output_45_0_g11878); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11878 = lerpResult44_g11878; + #else + float3 staticSwitch47_g11878 = ( temp_output_12_0_g11878 + ( temp_output_40_0_g11878 * temp_output_45_0_g11878 ) ); + #endif + float4 appendResult19_g11878 = (float4(staticSwitch47_g11878 , temp_output_10_0_g11878.a)); + float4 staticSwitch11_g11878 = appendResult19_g11878; + #else + float4 staticSwitch11_g11878 = temp_output_10_0_g11878; + #endif + float4 temp_output_1_0_g11883 = staticSwitch11_g11878; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11883 = temp_output_1_0_g11883; + float3 appendResult32_g11883 = (float3(break5_g11883.r , break5_g11883.g , break5_g11883.b)); + float4 break2_g11884 = temp_output_1_0_g11883; + float temp_output_4_0_g11883 = ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ); + float temp_output_11_0_g11883 = ( ( ( temp_output_4_0_g11883 + ( temp_output_40_0_g11838 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11883 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11883 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11883 = HSVToRGB( float3(temp_output_11_0_g11883,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11883 = hsvTorgb12_g11883; + #else + float3 staticSwitch26_g11883 = ( lerpResult20_g11883 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11883 = lerp( appendResult32_g11883 , ( staticSwitch26_g11883 * pow( max( temp_output_4_0_g11883 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11883 = (float4(lerpResult31_g11883 , break5_g11883.a)); + float4 staticSwitch33_g11883 = appendResult6_g11883; + #else + float4 staticSwitch33_g11883 = temp_output_1_0_g11883; + #endif + float4 temp_output_5_0_g11890 = staticSwitch33_g11883; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11890 = temp_output_5_0_g11890; + float3 appendResult11_g11890 = (float3(break6_g11890.r , break6_g11890.g , break6_g11890.b)); + float temp_output_27_0_g11890 = temp_output_40_0_g11838; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11890 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11890 ) ); + #else + float2 staticSwitch73_g11890 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11890 = ( ( _TextureLayer1Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11890 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11891 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11890 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11891 = _TextureLayer1Columns; + int Height10_g11891 = _TextureLayer1Rows; + float Tile10_g11891 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11890 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11891 = float2( 0,1 ); + float2 localMyCustomExpression10_g11891 = MyCustomExpression10_g11891( UV10_g11891 , Width10_g11891 , Height10_g11891 , Tile10_g11891 , Invert10_g11891 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11890 = localMyCustomExpression10_g11891; + #else + float2 staticSwitch20_g11890 = temp_output_72_0_g11890; + #endif + float4 tex2DNode3_g11890 = tex2D( _TextureLayer1Texture, staticSwitch20_g11890 ); + float3 appendResult13_g11890 = (float3(tex2DNode3_g11890.r , tex2DNode3_g11890.g , tex2DNode3_g11890.b)); + float3 appendResult18_g11890 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11890 = ( appendResult13_g11890 * appendResult18_g11890 ); + float4 break2_g11892 = temp_output_5_0_g11890; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11890 ); + #else + float3 staticSwitch80_g11890 = temp_output_16_0_g11890; + #endif + float3 lerpResult12_g11890 = lerp( appendResult11_g11890 , staticSwitch80_g11890 , ( tex2DNode3_g11890.a * _TextureLayer1Fade )); + float4 appendResult14_g11890 = (float4(lerpResult12_g11890 , break6_g11890.a)); + float4 staticSwitch15_g11890 = appendResult14_g11890; + #else + float4 staticSwitch15_g11890 = temp_output_5_0_g11890; + #endif + float4 temp_output_5_0_g11886 = staticSwitch15_g11890; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11886 = temp_output_5_0_g11886; + float3 appendResult11_g11886 = (float3(break6_g11886.r , break6_g11886.g , break6_g11886.b)); + float temp_output_27_0_g11886 = temp_output_40_0_g11838; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11886 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11886 ) ); + #else + float2 staticSwitch73_g11886 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11886 = ( ( _TextureLayer2Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11886 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11887 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11886 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11887 = _TextureLayer2Columns; + int Height10_g11887 = _TextureLayer2Rows; + float Tile10_g11887 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11886 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11887 = float2( 0,1 ); + float2 localMyCustomExpression10_g11887 = MyCustomExpression10_g11887( UV10_g11887 , Width10_g11887 , Height10_g11887 , Tile10_g11887 , Invert10_g11887 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11886 = localMyCustomExpression10_g11887; + #else + float2 staticSwitch20_g11886 = temp_output_72_0_g11886; + #endif + float4 tex2DNode3_g11886 = tex2D( _TextureLayer2Texture, staticSwitch20_g11886 ); + float3 appendResult13_g11886 = (float3(tex2DNode3_g11886.r , tex2DNode3_g11886.g , tex2DNode3_g11886.b)); + float3 appendResult18_g11886 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11886 = ( appendResult13_g11886 * appendResult18_g11886 ); + float4 break2_g11888 = temp_output_5_0_g11886; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11886 ); + #else + float3 staticSwitch84_g11886 = temp_output_16_0_g11886; + #endif + float3 lerpResult12_g11886 = lerp( appendResult11_g11886 , staticSwitch84_g11886 , ( tex2DNode3_g11886.a * _TextureLayer2Fade )); + float4 appendResult14_g11886 = (float4(lerpResult12_g11886 , break6_g11886.a)); + float4 staticSwitch15_g11886 = appendResult14_g11886; + #else + float4 staticSwitch15_g11886 = temp_output_5_0_g11886; + #endif + float4 temp_output_473_0 = staticSwitch15_g11886; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11894 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11894 = (float4(break4_g11894.r , break4_g11894.g , break4_g11894.b , ( break4_g11894.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11894; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11895 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )); + float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11895; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11896 = staticSwitch75; + float4 temp_output_1_0_g11897 = temp_output_1_0_g11896; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11897 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11896 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 ); + float clampResult17_g11897 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11897 ) ) - localMyCustomExpression16_g11898 ) / temp_output_53_0_g11897 ) , 0.0 , 1.0 ); + float4 appendResult3_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * clampResult17_g11897 ))); + float4 staticSwitch3_g11896 = appendResult3_g11897; + #else + float4 staticSwitch3_g11896 = temp_output_1_0_g11896; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11906 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11906 = MyCustomExpression16_g11906( linValue16_g11906 ); + float temp_output_5_0_g11905 = localMyCustomExpression16_g11906; + float temp_output_61_0_g11905 = step( temp_output_5_0_g11905 , _FullGlowDissolveFade ); + float temp_output_53_0_g11905 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11905 = staticSwitch3_g11896; + float4 appendResult3_g11905 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11905 - step( temp_output_5_0_g11905 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11905 ) ) - temp_output_53_0_g11905 ) ) ) ) + (temp_output_1_0_g11905).rgb ) , ( temp_output_1_0_g11905.a * temp_output_61_0_g11905 ))); + float4 staticSwitch5_g11896 = appendResult3_g11905; + #else + float4 staticSwitch5_g11896 = staticSwitch3_g11896; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11907 = staticSwitch5_g11896; + float2 temp_output_76_0_g11907 = temp_output_18_0_g11896; + float linValue16_g11908 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11907 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11908 = MyCustomExpression16_g11908( linValue16_g11908 ); + float clampResult17_g11907 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11907 ) + ( localMyCustomExpression16_g11908 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11907 = (float4((temp_output_1_0_g11907).rgb , ( temp_output_1_0_g11907.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11907 ) ):( clampResult17_g11907 )) ))); + float4 staticSwitch8_g11896 = appendResult3_g11907; + #else + float4 staticSwitch8_g11896 = staticSwitch5_g11896; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11903 = temp_output_18_0_g11896; + float linValue16_g11904 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11903 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11904 = MyCustomExpression16_g11904( linValue16_g11904 ); + float temp_output_65_0_g11903 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11903 ) + ( localMyCustomExpression16_g11904 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11903 = step( temp_output_65_0_g11903 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11903 = step( temp_output_65_0_g11903 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11903 = staticSwitch8_g11896; + float4 appendResult3_g11903 = (float4(( ( max( ( temp_output_75_0_g11903 - temp_output_76_0_g11903 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11903).rgb ) , ( temp_output_1_0_g11903.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11903 ) ):( temp_output_75_0_g11903 )) ))); + float4 staticSwitch9_g11896 = appendResult3_g11903; + #else + float4 staticSwitch9_g11896 = staticSwitch8_g11896; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11899 = staticSwitch9_g11896; + float2 temp_output_161_0_g11899 = temp_output_18_0_g11896; + float3 rotatedValue136_g11899 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11899 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11899 = rotatedValue136_g11899; + float linValue16_g11900 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11899 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11900 = MyCustomExpression16_g11900( linValue16_g11900 ); + float clampResult154_g11899 = clamp( ( ( break130_g11899.x + break130_g11899.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11900 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11899 = (float4((temp_output_1_0_g11899).rgb , ( temp_output_1_0_g11899.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11899 ) ):( clampResult154_g11899 )) ))); + float4 staticSwitch11_g11896 = appendResult3_g11899; + #else + float4 staticSwitch11_g11896 = staticSwitch9_g11896; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11901 = temp_output_18_0_g11896; + float3 rotatedValue136_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11901 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11901 = rotatedValue136_g11901; + float linValue16_g11902 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11901 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 ); + float temp_output_168_0_g11901 = max( ( ( break130_g11901.x + break130_g11901.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11902 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11901 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ); + float4 temp_output_1_0_g11901 = staticSwitch11_g11896; + float clampResult154_g11901 = clamp( temp_output_161_0_g11901 , 0.0 , 1.0 ); + float4 appendResult3_g11901 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11901 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ) ) ) + (temp_output_1_0_g11901).rgb ) , ( temp_output_1_0_g11901.a * clampResult154_g11901 ))); + float4 staticSwitch15_g11896 = appendResult3_g11901; + #else + float4 staticSwitch15_g11896 = staticSwitch11_g11896; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11909 = staticSwitch15_g11896; + float2 temp_output_126_0_g11909 = temp_output_18_0_g11896; + float temp_output_121_0_g11909 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11909 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11910 = (float2(temp_output_121_0_g11909 , temp_output_121_0_g11909)); + float temp_output_17_0_g11910 = length( ( (( ( abs( temp_output_126_0_g11909 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11910 ) ); + float clampResult17_g11909 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11910 ) / fwidth( temp_output_17_0_g11910 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11909 = (float4((temp_output_1_0_g11909).rgb , ( temp_output_1_0_g11909.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11909 ) ):( clampResult17_g11909 )) ))); + float4 staticSwitch13_g11896 = appendResult3_g11909; + #else + float4 staticSwitch13_g11896 = staticSwitch15_g11896; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11912 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11912 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11912 = ( temp_output_3_0_g11912 * ( (tex2DNode19_g11912).rgb * tex2DNode19_g11912.a ) ); + #else + float3 staticSwitch16_g11912 = temp_output_3_0_g11912; + #endif + float4 temp_output_1_0_g11912 = staticSwitch13_g11896; + float4 break2_g11914 = temp_output_1_0_g11912; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11912 = ( staticSwitch16_g11912 * pow( max( ( ( break2_g11914.x + break2_g11914.x + break2_g11914.y + break2_g11914.y + break2_g11914.y + break2_g11914.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11912 = staticSwitch16_g11912; + #endif + float4 appendResult6_g11912 = (float4(( ( staticSwitch17_g11912 * _AddColorFade ) + (temp_output_1_0_g11912).rgb ) , temp_output_1_0_g11912.a)); + float4 staticSwitch5_g11911 = appendResult6_g11912; + #else + float4 staticSwitch5_g11911 = staticSwitch13_g11896; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11915 = staticSwitch5_g11911; + float3 lerpResult4_g11915 = lerp( (temp_output_1_0_g11915).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11915.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11915.a ) * _AlphaTintFade )); + float4 appendResult13_g11915 = (float4(lerpResult4_g11915 , temp_output_1_0_g11915.a)); + float4 staticSwitch11_g11911 = appendResult13_g11915; + #else + float4 staticSwitch11_g11911 = staticSwitch5_g11911; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11916 = staticSwitch11_g11911; + float3 temp_output_6_0_g11916 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11916 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11916 = ( temp_output_6_0_g11916 * ( (tex2DNode23_g11916).rgb * tex2DNode23_g11916.a ) ); + #else + float3 staticSwitch21_g11916 = temp_output_6_0_g11916; + #endif + float4 break2_g11918 = temp_output_1_0_g11916; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11916 = ( pow( max( ( ( break2_g11918.x + break2_g11918.x + break2_g11918.y + break2_g11918.y + break2_g11918.y + break2_g11918.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11916 ); + #else + float3 staticSwitch22_g11916 = staticSwitch21_g11916; + #endif + float3 lerpResult7_g11916 = lerp( (temp_output_1_0_g11916).rgb , staticSwitch22_g11916 , _StrongTintFade); + float4 appendResult9_g11916 = (float4(lerpResult7_g11916 , (temp_output_1_0_g11916).a)); + float4 staticSwitch7_g11911 = appendResult9_g11916; + #else + float4 staticSwitch7_g11911 = staticSwitch11_g11911; + #endif + float4 temp_output_2_0_g11919 = staticSwitch7_g11911; + #ifdef _ENABLESHADOW_ON + float4 break4_g11921 = temp_output_2_0_g11919; + float3 appendResult5_g11921 = (float3(break4_g11921.r , break4_g11921.g , break4_g11921.b)); + float2 appendResult10_g11920 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11920 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11920 = appendResult2_g11920; + #else + float2 staticSwitch9_g11920 = ( float2( 100,100 ) / appendResult10_g11920 ); + #endif + float4 appendResult85_g11919 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11920 * _ShadowOffset ) ) ).a ))); + float4 break6_g11921 = appendResult85_g11919; + float3 appendResult7_g11921 = (float3(break6_g11921.r , break6_g11921.g , break6_g11921.b)); + float temp_output_11_0_g11921 = ( ( 1.0 - break4_g11921.a ) * break6_g11921.a ); + float temp_output_32_0_g11921 = ( break4_g11921.a + temp_output_11_0_g11921 ); + float4 appendResult18_g11921 = (float4(( ( ( appendResult5_g11921 * break4_g11921.a ) + ( appendResult7_g11921 * temp_output_11_0_g11921 ) ) * ( 1.0 / max( temp_output_32_0_g11921 , 0.01 ) ) ) , temp_output_32_0_g11921)); + float4 staticSwitch82_g11919 = appendResult18_g11921; + #else + float4 staticSwitch82_g11919 = temp_output_2_0_g11919; + #endif + float4 break4_g11922 = staticSwitch82_g11919; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11766 = 1.0; + #else + float staticSwitch8_g11766 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11766 = 1.0; + #else + float staticSwitch9_g11766 = staticSwitch8_g11766; + #endif + float customVertexAlpha193 = staticSwitch9_g11766; + float4 appendResult5_g11922 = (float4(break4_g11922.r , break4_g11922.g , break4_g11922.b , ( break4_g11922.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11922; + float4 temp_output_1_0_g11924 = temp_output_344_0; + float4 appendResult8_g11924 = (float4(( (temp_output_1_0_g11924).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11924.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11924; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11931 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11931 = (float4(( (temp_output_7_0_g11931).rgb / max( temp_output_7_0_g11931.a , 1E-05 ) ) , temp_output_7_0_g11931.a)); + float4 staticSwitch6_g11931 = appendResult2_g11931; + #else + float4 staticSwitch6_g11931 = temp_output_7_0_g11931; + #endif + + float4 Color = staticSwitch6_g11931; - float MyCustomExpression16_g11669(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } + half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + return outColor; + } - float MyCustomExpression16_g11672(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11671(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11678(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11718(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11755(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11757(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11761(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11789(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11773(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11808(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11843(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11845(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11835(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11837(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11830(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11831(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11823(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11821(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11822(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11817(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11849(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11852(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11871(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11879(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11881(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11877(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11873(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11875(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - VertexOutput vert(VertexInput v) - { - VertexOutput o = (VertexOutput)0; - - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - UNITY_SKINNED_VERTEX_COMPUTE(v); - - v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11662 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11662 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11662 = spriteRectMax377; - float2 break9_g11662 = float2(0, 0); - float2 break8_g11662 = float2(1, 1); - float2 appendResult15_g11662 = (float2( - (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( - break10_g11662.x - break11_g11662.x)), - (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( - break10_g11662.y - break11_g11662.y)))); - float2 staticSwitch366 = appendResult15_g11662; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11897 = fixedUV475; - float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11900 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11663 = _TimeValue; - #else - float staticSwitch44_g11663 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11663 = UnscaledTime; - #else - float staticSwitch34_g11663 = staticSwitch44_g11663; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); - #else - float staticSwitch37_g11663 = staticSwitch34_g11663; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11663 = staticSwitch37_g11663; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11663 = staticSwitch38_g11663; - #endif - float shaderTime237 = staticSwitch42_g11663; - float temp_output_8_0_g11900 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11900); - #else - float2 staticSwitch4_g11900 = temp_output_2_0_g11900; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11901 = temp_output_8_0_g11900; - float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11901 * _VibrateRotation)); - float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900); - #else - float2 staticSwitch6_g11900 = staticSwitch4_g11900; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11900 = staticSwitch6_g11900; - #endif - float2 temp_output_424_0 = staticSwitch10_g11900; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); - float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11664 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), -length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11664 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11664 = temp_output_61_0_g11664; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11664 = (v.positionOS).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11664 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11664; - float linValue16_g11716 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); - float clampResult14_g11715 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / - temp_output_4_0_g11715), 0.0, 1.0); - float2 temp_output_27_0_g11713 = shaderPosition235; - float linValue16_g11714 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11713 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11713 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( - localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11715; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11713; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord1 = screenPos; - o.ase_texcoord2.xyz = ase_positionWS; - - o.ase_texcoord.xy = v.ase_texcoord.xy; - o.ase_texcoord3 = float4(v.positionOS, 1); - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord.zw = 0; - o.ase_texcoord2.w = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.positionOS; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3(staticSwitch142, 0.0); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.positionOS = vertexValue; - #else - v.positionOS += vertexValue; - #endif - - VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); - float3 positionWS = TransformObjectToWorld(v.positionOS); - o.positionCS = TransformWorldToHClip(positionWS); - - return o; - } - - half4 frag(VertexOutput IN) : SV_TARGET - { - float2 texCoord363 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = IN.ase_texcoord1; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = IN.ase_texcoord2.xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11662 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11662 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11662 = spriteRectMax377; - float2 break9_g11662 = float2(0, 0); - float2 break8_g11662 = float2(1, 1); - float2 appendResult15_g11662 = (float2( - (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( - break10_g11662.x - break11_g11662.x)), - (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( - break10_g11662.y - break11_g11662.y)))); - float2 staticSwitch366 = appendResult15_g11662; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11665 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11666 = _WindMinIntensity; - #else - float staticSwitch117_g11666 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11666 = _WindMaxIntensity; - #else - float staticSwitch118_g11666 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11666 = _WindXPosition; - #else - float staticSwitch111_g11666 = transform62_g11666.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11666 = _WindNoiseScale; - #else - float staticSwitch113_g11666 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11663 = _TimeValue; - #else - float staticSwitch44_g11663 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11663 = UnscaledTime; - #else - float staticSwitch34_g11663 = staticSwitch44_g11663; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); - #else - float staticSwitch37_g11663 = staticSwitch34_g11663; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11663 = staticSwitch37_g11663; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11663 = staticSwitch38_g11663; - #endif - float shaderTime237 = staticSwitch42_g11663; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11666 = WindTime; - #endif - float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) + - staticSwitch125_g11666); - float x101_g11666 = temp_output_50_0_g11666; - float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666); - float2 temp_cast_0 = (temp_output_50_0_g11666).xx; - float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11666 = simplePerlin2D121_g11666; - #else - float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5); - #endif - float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666, - staticSwitch123_g11666); - float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; - float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip); - float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11666 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11666))); - float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666, - float3((appendResult27_g11666 + temp_output_1_0_g11666), - 0.0), float3(0, 0, 1), - (clampResult29_g11666 * temp_output_39_0_g11666)); - float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; - #else - float2 staticSwitch4_g11665 = temp_output_3_0_g11665; - #endif - float2 texCoord435 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11664 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11664 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11664 = temp_output_61_0_g11664; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11664 = (IN.ase_texcoord3.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11664 = ((IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11664 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11664; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11667 = shaderPosition235; - float linValue16_g11668 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668); - float linValue16_g11669 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669); - float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5), - (localMyCustomExpression16_g11669 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11665; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11670 = shaderPosition235; - float linValue16_g11672 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)). - r; - float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672); - float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11672 - 0.5) * 2.0 * - _DirectionalDistortionRandomDirection) * PI)); - float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0), - float3(0, 0, 1), - (((_DirectionalDistortionRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11670 = rotatedValue136_g11670; - float linValue16_g11671 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671); - float clampResult154_g11670 = clamp( - ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11675 = unity_OrthoParams.y; - float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 * - 0.2)) + ase_positionWS.y) / temp_output_81_0_g11675); - float2 temp_cast_4 = (temp_output_8_0_g11675).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11675).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678); - float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11675 = (float2( - (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11673 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11673; - float linValue16_g11718 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * - shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * - _GlitchMaskScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11719 = staticSwitch62; - float2 temp_output_26_0_g11719 = shaderPosition235; - float temp_output_25_0_g11719 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) * _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729); - float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #else - float staticSwitch29_g11726 = _UVDistortFade; - #endif - float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 / - appendResult2_g11728) * staticSwitch29_g11726)); - #else - float2 staticSwitch5_g11719 = temp_output_1_0_g11719; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11725 = staticSwitch5_g11719; - float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11719 = staticSwitch5_g11719; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * (( - _SineRotateAngle / 360.0) * PI) * - _SineRotateFade)); - float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; - #else - float2 staticSwitch9_g11719 = staticSwitch7_g11719; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11719, 0.0), - float3(0, 0, 1), - (temp_output_25_0_g11719 * _UVRotateSpeed * - PI)); - float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; - #else - float2 staticSwitch16_g11719 = staticSwitch9_g11719; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719); - #else - float2 staticSwitch14_g11719 = staticSwitch16_g11719; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11721 = clamp( - (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) / - MultFactor30_g11721), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11719 = clampResult46_g11721; - #else - float2 staticSwitch4_g11719 = staticSwitch14_g11719; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11719 = staticSwitch4_g11719; - #endif - float2 temp_output_1_0_g11730 = staticSwitch24_g11719; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11730 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y); - #else - float staticSwitch18_g11730 = temp_output_7_0_g11730; - #endif - float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0)); - float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730); - #else - float2 staticSwitch13_g11730 = temp_output_1_0_g11730; - #endif - float2 temp_output_484_0 = staticSwitch13_g11730; - float2 texCoord131 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); - float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); - float clampResult14_g11715 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / - temp_output_4_0_g11715), 0.0, 1.0); - float2 temp_output_27_0_g11713 = shaderPosition235; - float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11713 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( - localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11715; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11713; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11731 = staticSwitch485; - float2 break11_g11731 = float2(0, 0); - float2 break10_g11731 = float2(1, 1); - float2 break9_g11731 = spriteRectMin376; - float2 break8_g11731 = spriteRectMax377; - float2 appendResult15_g11731 = (float2( - (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / ( - break10_g11731.x - break11_g11731.x)), - (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / ( - break10_g11731.y - break11_g11731.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11733 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11734 = _MainTex; - float4 textureTexelSize3_g11734 = _MainTex_TexelSize; - float2 uvs3_g11734 = temp_output_1_0_g11733; - float4 localtexturePointSmooth3_g11734 = texturePointSmooth( - tex3_g11734, textureTexelSize3_g11734, uvs3_g11734); - float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; - #else - float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11745 = temp_output_10_0_g11735; - float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0)); - float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747); - float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; - float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1))); - float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; - float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745)); - float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746); - float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; - float temp_output_2_0_g11736 = temp_output_10_0_g11735; - float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0)); - float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738); - float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1))); - float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; - float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736)); - float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737); - float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; - float temp_output_2_0_g11742 = temp_output_10_0_g11735; - float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0)); - float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744); - float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1))); - float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; - float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742)); - float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743); - float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; - float temp_output_2_0_g11739 = temp_output_10_0_g11735; - float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0)); - float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741); - float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1))); - float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; - float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739)); - float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740); - float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; - float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) + - tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + ( - tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) + - tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) + - tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + ( - tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) + - tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) + - tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + ( - tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) + - tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) + - tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D( - _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D( - _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625); - #else - float4 staticSwitch3_g11733 = staticSwitch8_g11733; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; - float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748); - float temp_output_2_0_g11749 = _SharpenOffset; - float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; - float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; - float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749)); - float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750); - float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; - float4 break22_g11748 = (tex2DNode4_g11748 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + - tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + ( - tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D( - _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0); - float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b, - clampResult23_g11748)); - float4 staticSwitch12_g11733 = appendResult24_g11748; - #else - float4 staticSwitch12_g11733 = staticSwitch3_g11733; - #endif - float4 temp_output_471_0 = staticSwitch12_g11733; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11752 = temp_output_471_0; - float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11752.a)); - float4 staticSwitch354 = appendResult8_g11752; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11753 = originalColor191; - float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float2 temp_output_7_0_g11753 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11755 = tex2D(_UberNoiseTexture, - (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11754) * - temp_cast_15)).r; - float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755); - float clampResult28_g11754 = clamp( - (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) - - distance(temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11754) * _SmokeDarkEdge)); - float4 appendResult31_g11754 = (float4(lerpResult34_g11754, - (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a))); - float4 staticSwitch2_g11753 = appendResult31_g11754; - #else - float4 staticSwitch2_g11753 = temp_output_1_0_g11753; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11756 = staticSwitch2_g11753; - float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; - float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756); - float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757); - float clampResult37_g11756 = clamp( - (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb, - (temp_output_1_0_g11756.a * pow(clampResult37_g11756, - (_CustomFadeSmoothness / max(tex2DNode3_g11756.r, 0.05))) - * - _CustomFadeAlpha))); - float4 staticSwitch3_g11753 = appendResult13_g11756; - #else - float4 staticSwitch3_g11753 = staticSwitch2_g11753; - #endif - float4 temp_output_1_0_g11758 = staticSwitch3_g11753; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; - float2 appendResult4_g11759 = (float2(ase_positionWS.x, ase_positionWS.y)); - float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5); - float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759), - float2(0.5, 0.5)); - float4 appendResult42_g11759 = (float4( - ((temp_output_1_0_g11759).rgb * min( - (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)), - temp_output_1_0_g11759.a)); - float4 staticSwitch2_g11758 = appendResult42_g11759; - #else - float4 staticSwitch2_g11758 = temp_output_1_0_g11758; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11760 = finalUV146; - float linValue16_g11761 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761); - float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0)); - float temp_output_47_0_g11760 = max(_FlameRadius, 0.01); - float clampResult70_g11760 = clamp( - (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance( - temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness); - float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760, - temp_output_63_0_g11760, clampResult70_g11760)); - float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758); - #else - float4 staticSwitch6_g11758 = staticSwitch2_g11758; - #endif - float4 temp_output_3_0_g11762 = staticSwitch6_g11758; - float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; - float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0)); - float2 temp_output_1_0_g11762 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762); - #else - float4 staticSwitch81_g11794 = appendResult91_g11794; - #endif - float3 break82_g11794 = (staticSwitch81_g11794).xyz; - float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001); - float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + ( - _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z / - temp_output_84_0_g11794) * _RecolorRGBBlueTint)); - float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b)); - float4 break2_g11795 = temp_output_1_0_g11794; - float saferPower57_g11794 = abs( - ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + - break2_g11795.z) / 6.0)); - float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb, - (appendResult56_g11794 * pow( - saferPower57_g11794, (max(break71_g11794.a, 0.01) * 2.0))), - (staticSwitch81_g11794.w * _RecolorRGBFade)); - float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a)); - float4 staticSwitch43_g11762 = appendResult30_g11794; - #else - float4 staticSwitch43_g11762 = temp_output_3_0_g11762; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11792 = staticSwitch43_g11762; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762); - #else - float4 staticSwitch62_g11792 = temp_output_1_0_g11792; - #endif - float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb); - float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11792 = 0; - if (temp_output_43_0_g11792 >= 0.8333333) - ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.6666667) - ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11792 = ifLocalVar46_g11792; - float4 ifLocalVar47_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.3333333) - ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.1666667) - ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11792 = ifLocalVar47_g11792; - float4 ifLocalVar35_g11792 = 0; - if (temp_output_43_0_g11792 >= 0.5) - ifLocalVar35_g11792 = ifLocalVar44_g11792; - else - ifLocalVar35_g11792 = ifLocalVar45_g11792; - float4 break55_g11792 = ifLocalVar35_g11792; - float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b)); - float4 break2_g11793 = temp_output_1_0_g11792; - float saferPower57_g11792 = abs( - ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0)); - float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb, - (appendResult56_g11792 * pow(saferPower57_g11792, max((break55_g11792.a * 2.0), 0.01))), - (hsvTorgb33_g11792.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a)); - float4 staticSwitch9_g11762 = appendResult30_g11792; - #else - float4 staticSwitch9_g11762 = staticSwitch43_g11762; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11766 = staticSwitch9_g11762; - float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; - float3 In115_g11766 = temp_output_2_0_g11766; - float3 From115_g11766 = (_ColorReplaceFromColor).rgb; - float4 break2_g11767 = temp_output_1_0_g11766; - float3 To115_g11766 = (pow( - max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + - break2_g11767.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11766 = _ColorReplaceSmoothness; - float Range115_g11766 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( - In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766); - float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766, - _ColorReplaceFade); - float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a)); - float4 staticSwitch29_g11762 = appendResult4_g11766; - #else - float4 staticSwitch29_g11762 = staticSwitch9_g11762; - #endif - float4 temp_output_1_0_g11779 = staticSwitch29_g11762; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; - float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade); - float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a)); - float4 staticSwitch4_g11779 = appendResult8_g11779; - #else - float4 staticSwitch4_g11779 = temp_output_1_0_g11779; - #endif - float4 temp_output_57_0_g11762 = staticSwitch4_g11779; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11802 = (float4( - pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11802.a)); - float4 staticSwitch32_g11762 = appendResult4_g11802; - #else - float4 staticSwitch32_g11762 = temp_output_57_0_g11762; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11777 = staticSwitch32_g11762; - float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness), - temp_output_2_0_g11777.a)); - float4 staticSwitch33_g11762 = appendResult6_g11777; - #else - float4 staticSwitch33_g11762 = staticSwitch32_g11762; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11778 = staticSwitch33_g11762; - float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb); - float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y, - hsvTorgb1_g11778.z)); - float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a)); - float4 staticSwitch36_g11762 = appendResult8_g11778; - #else - float4 staticSwitch36_g11762 = staticSwitch33_g11762; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11796 = staticSwitch36_g11762; - float4 break2_g11797 = temp_output_1_0_g11796; - float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + - break2_g11797.y + break2_g11797.z) / 6.0); - float clampResult25_g11796 = clamp( - ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11796); - float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb, - (lerpResult6_g11796 * pow( - max(temp_output_3_0_g11796, 0.0001), - max(_SplitToningContrast, 0.0001))), _SplitToningFade); - float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a)); - float4 staticSwitch30_g11762 = appendResult18_g11796; - #else - float4 staticSwitch30_g11762 = staticSwitch36_g11762; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11774 = staticSwitch30_g11762; - float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; - float4 break12_g11774 = temp_output_1_0_g11774; - float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774, - (temp_output_4_0_g11774 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11774.r, - break12_g11774.g), break12_g11774.b), 1.0)), - 0.0001), max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade); - float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a)); - float4 staticSwitch20_g11762 = appendResult11_g11774; - #else - float4 staticSwitch20_g11762 = staticSwitch30_g11762; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11788 = staticSwitch20_g11762; - float4 break2_g11790 = temp_output_1_0_g11788; - float2 temp_output_65_0_g11788 = shaderPosition235; - float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789); - float clampResult53_g11788 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + ( - localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + - break2_g11790.z) / 6.0), 0.0001), - max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11788)); - float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a)); - float4 staticSwitch17_g11762 = appendResult9_g11788; - #else - float4 staticSwitch17_g11762 = staticSwitch20_g11762; - #endif - float temp_output_39_0_g11762 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11780 = staticSwitch17_g11762; - float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb); - float3 hsvTorgb19_g11780 = HSVToRGB(float3( - ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y, - hsvTorgb15_g11780.z)); - float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch19_g11762 = appendResult6_g11780; - #else - float4 staticSwitch19_g11762 = staticSwitch17_g11762; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11784 = staticSwitch19_g11762; - float4 break2_g11786 = temp_output_1_0_g11784; - float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a)); - #else - float staticSwitch33_g11784 = _AddHueFade; - #endif - float4 appendResult6_g11784 = (float4( - ((hsvTorgb19_g11784 * pow( - max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + - break2_g11786.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb), - temp_output_1_0_g11784.a)); - float4 staticSwitch23_g11762 = appendResult6_g11784; - #else - float4 staticSwitch23_g11762 = staticSwitch19_g11762; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11781 = staticSwitch23_g11762; - float4 break2_g11782 = temp_output_1_0_g11781; - float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781. - a); - #else - float3 staticSwitch27_g11781 = temp_output_13_0_g11781; - #endif - float4 appendResult21_g11781 = (float4( - ((temp_output_1_0_g11781).rgb + (pow( - max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + - break2_g11782.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * ((( - sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11781.a)); - float4 staticSwitch28_g11762 = appendResult21_g11781; - #else - float4 staticSwitch28_g11762 = staticSwitch23_g11762; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11769 = staticSwitch28_g11762; - float4 break2_g11770 = temp_output_1_0_g11769; - float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + - break2_g11770.y + break2_g11770.z) / 6.0)).xxx; - float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation); - float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a)); - float4 staticSwitch38_g11762 = appendResult8_g11769; - #else - float4 staticSwitch38_g11762 = staticSwitch28_g11762; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11771 = staticSwitch38_g11762; - float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; - float temp_output_179_0_g11771 = temp_output_39_0_g11762; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb * - temp_output_82_0_g11771); - #else - float3 staticSwitch187_g11771 = temp_output_82_0_g11771; - #endif - float linValue16_g11773 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11771) * _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11771 = float2(0, 0); - #endif - float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771); - float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772); - float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, -1)) - * - temp_output_25_0_g11771))).a, - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * - float2(-1, 0)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * - float2(0.705, 0.705)) * temp_output_25_0_g11771))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( - -0.705, 0.705)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( - 0.705, -0.705)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11771))).a))); - float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771, - temp_output_178_0_g11771); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a); - #else - float staticSwitch188_g11771 = temp_output_15_0_g11771.a; - #endif - float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771)); - float4 staticSwitch12_g11762 = appendResult177_g11771; - #else - float4 staticSwitch12_g11762 = staticSwitch38_g11762; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11799 = staticSwitch12_g11762; - float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; - float temp_output_186_0_g11799 = temp_output_39_0_g11762; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed * - temp_output_186_0_g11799)))).rgb * - temp_output_82_0_g11799); - #else - float3 staticSwitch199_g11799 = temp_output_82_0_g11799; - #endif - float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11799 = 1.0; - #else - float staticSwitch203_g11799 = temp_output_182_0_g11799; - #endif - float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799, - staticSwitch203_g11799); - float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799, - staticSwitch203_g11799); - float linValue16_g11800 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11799) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11799 = float2(0, 0); - #endif - float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799); - float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801); - float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a, - min((max( - max( - max( - max( - max( - max( - max( - tex2D(_MainTex, - (temp_output_131_0_g11799 + - ((_OuterOutlineWidth * - float2(0, -1)) * - temp_output_25_0_g11799))) - .a, - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(0, 1)) * temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + (( - _OuterOutlineWidth * - float2(-1, 0)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(1, 0)) * temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + (( - _OuterOutlineWidth * - float2(0.705, 0.705)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, -(temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(-0.705, 0.705)) * temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth - * float2(0.705, -0.705)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(-0.705, -0.705)) * temp_output_25_0_g11799))).a) - * 3.0), 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799); - #else - float staticSwitch200_g11799 = lerpResult168_g11799; - #endif - float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799)); - float4 staticSwitch13_g11762 = appendResult174_g11799; - #else - float4 staticSwitch13_g11762 = staticSwitch12_g11762; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11776 = staticSwitch13_g11762; - float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * - temp_output_39_0_g11762)))).rgb * - temp_output_82_0_g11776); - #else - float3 staticSwitch199_g11776 = temp_output_82_0_g11776; - #endif - float temp_output_213_0_g11776 = (_PixelOutlineFade * step( - temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min( - (temp_output_213_0_g11776 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11776 = 1.0; - #else - float staticSwitch203_g11776 = temp_output_182_0_g11776; - #endif - float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776, - staticSwitch203_g11776); - float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776, - staticSwitch203_g11776); - float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776); - float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * - float2(0, -1)) * temp_output_209_0_g11776))).a, - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, 1)) * - temp_output_209_0_g11776))).a), - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * - float2(-1, 0)) * temp_output_209_0_g11776))).a), - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) - * temp_output_209_0_g11776))).a) * - 3.0), 1.0), temp_output_213_0_g11776); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776); - #else - float staticSwitch200_g11776 = lerpResult168_g11776; - #endif - float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776)); - float4 staticSwitch48_g11762 = appendResult174_g11776; - #else - float4 staticSwitch48_g11762 = staticSwitch13_g11762; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11763 = staticSwitch48_g11762; - float4 break2_g11764 = temp_output_5_0_g11763; - float4 appendResult12_g11763 = (float4( - ((lerpResult15_g11763 * _PingPongGlowFade * pow( - max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + - break2_g11764.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb), - temp_output_5_0_g11763.a)); - float4 staticSwitch46_g11762 = appendResult12_g11763; - #else - float4 staticSwitch46_g11762 = staticSwitch48_g11762; - #endif - float4 temp_output_361_0 = staticSwitch46_g11762; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11804 = temp_output_361_0; - float4 break2_g11805 = temp_output_1_0_g11804; - float temp_output_44_0_g11804 = unity_OrthoParams.y; - float4 appendResult22_g11804 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805. - y + break2_g11805.z) / 6.0), 0.0001), - max(_HologramContrast, 0.0001))), - (max(pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * - 0.2)) + ase_positionWS.y) / temp_output_44_0_g11804) * - _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11804.a))); - float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11804; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11807 = staticSwitch56; - float4 break2_g11809 = temp_output_1_0_g11807; - float temp_output_34_0_g11807 = shaderTime237; - float linValue16_g11808 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) * - _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808); - float3 hsvTorgb3_g11810 = HSVToRGB(float3( - (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb, - (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + - break2_g11809.y + - break2_g11809.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11810), glitchFade152); - float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch57 = appendResult27_g11807; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11811 = staticSwitch57; - float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; - float2 temp_output_41_0_g11811 = shaderPosition235; - float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; - float temp_output_40_0_g11811 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + temp_output_99_0_g11841) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11841); - #else - float2 staticSwitch101_g11841 = temp_output_99_0_g11841; - #endif - float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843); - float clampResult52_g11841 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841), - clampResult52_g11841); - float linValue16_g11845 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11841 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845); - float clampResult65_g11841 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841), - clampResult65_g11841); - float4 break2_g11844 = temp_output_1_0_g11841; - float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb, - ((lerpResult68_g11841).rgb * pow( - max(((break2_g11844.x + break2_g11844.x + break2_g11844.y + - break2_g11844.y + break2_g11844.y + break2_g11844.z) / - 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a)); - float4 staticSwitch26_g11811 = appendResult7_g11841; - #else - float4 staticSwitch26_g11811 = temp_output_3_0_g11811; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11834 = staticSwitch26_g11811; - float temp_output_59_0_g11834 = temp_output_40_0_g11811; - float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; - float linValue16_g11835 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11834) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835); - float linValue16_g11837 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11834 * _MetalNoiseSpeed) + - temp_output_58_0_g11834)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837); - float4 break2_g11836 = temp_output_1_0_g11834; - float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + - break2_g11836.y + break2_g11836.z) / 6.0); - float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a)); - #else - float staticSwitch60_g11834 = _MetalFade; - #endif - float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11834, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11834, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11834); - float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a)); - float4 staticSwitch28_g11811 = appendResult8_g11834; - #else - float4 staticSwitch28_g11811 = staticSwitch26_g11811; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11826 = staticSwitch28_g11811; - float4 break2_g11827 = temp_output_1_0_g11826; - float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + - break2_g11827.y + break2_g11827.z) / 6.0); - float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float temp_output_73_0_g11826 = temp_output_40_0_g11811; - float linValue16_g11830 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830); - float linValue16_g11831 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11830 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 * - _FrozenHighlightSpeed) + temp_output_72_0_g11826)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831); - float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb, - ((pow(max(temp_output_7_0_g11826, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11826, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11828), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11826, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a)); - float4 staticSwitch29_g11811 = appendResult26_g11826; - #else - float4 staticSwitch29_g11811 = staticSwitch28_g11811; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11820 = staticSwitch29_g11811; - float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; - float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0); - float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; - float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823); - float linValue16_g11821 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11820) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821); - float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0, - 1.0); - float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822); - float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + ( - localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0); - float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820, - (pow( - max(((break2_g11824.x + break2_g11824.x + break2_g11824.y + - break2_g11824.y + break2_g11824.y + break2_g11824.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11820) + (_BurnInsideColor).rgb)), - clampResult18_g11820); - float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820, - (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step( - 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a)); - float4 staticSwitch32_g11811 = appendResult43_g11820; - #else - float4 staticSwitch32_g11811 = staticSwitch29_g11811; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; - float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817); - float3 hsvTorgb3_g11819 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0, - 1.0)); - float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819); - float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation, - (hsvTorgb36_g11816.z * _RainbowBrightness))); - float4 temp_output_1_0_g11816 = staticSwitch32_g11811; - float4 break2_g11818 = temp_output_1_0_g11816; - float saferPower24_g11816 = abs( - ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + - break2_g11818.z) / 6.0)); - float4 appendResult29_g11816 = (float4( - ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a)); - float4 staticSwitch34_g11811 = appendResult29_g11816; - #else - float4 staticSwitch34_g11811 = staticSwitch32_g11811; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11812 = staticSwitch34_g11811; - float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; - float4 break2_g11814 = temp_output_1_0_g11812; - float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + - break2_g11814.y + break2_g11814.z) / 6.0)).xxx; - float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11811), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11812 = clamp( - (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a)); - #else - float staticSwitch98_g11812 = _ShineFade; - #endif - float4 appendResult8_g11812 = (float4( - (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 * - staticSwitch98_g11812)), (temp_output_1_0_g11812).a)); - float4 staticSwitch36_g11811 = appendResult8_g11812; - #else - float4 staticSwitch36_g11811 = staticSwitch34_g11811; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11847 = temp_output_40_0_g11811; - float linValue16_g11849 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) + - temp_output_41_0_g11811) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849); - float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11847 = staticSwitch36_g11811; - float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; - float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0); - float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847, - (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x + - break2_g11848.y + break2_g11848.y + break2_g11848.y + - break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11847 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847), - temp_output_1_0_g11847.a)); - float4 staticSwitch39_g11811 = appendResult27_g11847; - #else - float4 staticSwitch39_g11811 = staticSwitch36_g11811; - #endif - float4 temp_output_10_0_g11851 = staticSwitch39_g11811; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; - float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; - float temp_output_1_0_g11851 = temp_output_40_0_g11811; - float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed); - float linValue16_g11854 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float linValue16_g11852 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852); - float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852); - float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5); - float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11851); - float3 hsvTorgb53_g11851 = HSVToRGB(float3( - ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11851 = hsvTorgb53_g11851; - #else - float3 staticSwitch50_g11851 = lerpResult42_g11851; - #endif - float4 break2_g11853 = temp_output_10_0_g11851; - float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow( - max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + - break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851, - temp_output_45_0_g11851); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11851 = lerpResult44_g11851; - #else - float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 * - temp_output_45_0_g11851)); - #endif - float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a)); - float4 staticSwitch11_g11851 = appendResult19_g11851; - #else - float4 staticSwitch11_g11851 = temp_output_10_0_g11851; - #endif - float4 temp_output_1_0_g11856 = staticSwitch11_g11851; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11856 = temp_output_1_0_g11856; - float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b)); - float4 break2_g11857 = temp_output_1_0_g11856; - float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + - break2_g11857.y + break2_g11857.z) / 6.0); - float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11856 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11856 = hsvTorgb12_g11856; - #else - float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11856 = lerp(appendResult32_g11856, - (staticSwitch26_g11856 * pow( - max(temp_output_4_0_g11856, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a)); - float4 staticSwitch33_g11856 = appendResult6_g11856; - #else - float4 staticSwitch33_g11856 = temp_output_1_0_g11856; - #endif - float4 temp_output_5_0_g11863 = staticSwitch33_g11856; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11863 = temp_output_5_0_g11863; - float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b)); - float temp_output_27_0_g11863 = temp_output_40_0_g11811; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11863)); - #else - float2 staticSwitch73_g11863 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) - - staticSwitch73_g11863); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11864 = _TextureLayer1Columns; - int Height10_g11864 = _TextureLayer1Rows; - float Tile10_g11864 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame)); - float2 Invert10_g11864 = float2(0, 1); - float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( - UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; - #else - float2 staticSwitch20_g11863 = temp_output_72_0_g11863; - #endif - float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863); - float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b)); - float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863); - float4 break2_g11865 = temp_output_5_0_g11863; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11863 = (pow( - max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + - break2_g11865.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863); - #else - float3 staticSwitch80_g11863 = temp_output_16_0_g11863; - #endif - float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863, - (tex2DNode3_g11863.a * _TextureLayer1Fade)); - float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a)); - float4 staticSwitch15_g11863 = appendResult14_g11863; - #else - float4 staticSwitch15_g11863 = temp_output_5_0_g11863; - #endif - float4 temp_output_5_0_g11859 = staticSwitch15_g11863; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11859 = temp_output_5_0_g11859; - float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b)); - float temp_output_27_0_g11859 = temp_output_40_0_g11811; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11859)); - #else - float2 staticSwitch73_g11859 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) - - staticSwitch73_g11859); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11860 = _TextureLayer2Columns; - int Height10_g11860 = _TextureLayer2Rows; - float Tile10_g11860 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame)); - float2 Invert10_g11860 = float2(0, 1); - float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( - UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; - #else - float2 staticSwitch20_g11859 = temp_output_72_0_g11859; - #endif - float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859); - float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b)); - float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859); - float4 break2_g11861 = temp_output_5_0_g11859; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11859 = (pow( - max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + - break2_g11861.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859); - #else - float3 staticSwitch84_g11859 = temp_output_16_0_g11859; - #endif - float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859, - (tex2DNode3_g11859.a * _TextureLayer2Fade)); - float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a)); - float4 staticSwitch15_g11859 = appendResult14_g11859; - #else - float4 staticSwitch15_g11859 = temp_output_5_0_g11859; - #endif - float4 temp_output_473_0 = staticSwitch15_g11859; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11867 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b, - (break4_g11867.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11867; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11868 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11670)) - : (clampResult154_g11670)); - float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b, - (break4_g11868.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11868; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11869 = staticSwitch75; - float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11869 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11871 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871); - float clampResult17_g11870 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) / - temp_output_53_0_g11870), 0.0, 1.0); - float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb, - (temp_output_1_0_g11870.a * clampResult17_g11870))); - float4 staticSwitch3_g11869 = appendResult3_g11870; - #else - float4 staticSwitch3_g11869 = temp_output_1_0_g11869; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11879 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879); - float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; - float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade); - float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11878 = staticSwitch3_g11869; - float4 appendResult3_g11878 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step( - temp_output_5_0_g11878, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + ( - temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878))); - float4 staticSwitch5_g11869 = appendResult3_g11878; - #else - float4 staticSwitch5_g11869 = staticSwitch3_g11869; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11880 = staticSwitch5_g11869; - float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; - float linValue16_g11881 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881); - float clampResult17_g11880 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + ( - localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb, - (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11880)) - : (clampResult17_g11880))))); - float4 staticSwitch8_g11869 = appendResult3_g11880; - #else - float4 staticSwitch8_g11869 = staticSwitch5_g11869; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; - float linValue16_g11877 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877); - float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + ( - localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade); - float temp_output_76_0_g11876 = step(temp_output_65_0_g11876, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11876 = staticSwitch8_g11869; - float4 appendResult3_g11876 = (float4( - ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11876).rgb), - (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11876)) - : (temp_output_75_0_g11876))))); - float4 staticSwitch9_g11869 = appendResult3_g11876; - #else - float4 staticSwitch9_g11869 = staticSwitch8_g11869; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11872 = staticSwitch9_g11869; - float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; - float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11872 = rotatedValue136_g11872; - float linValue16_g11873 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873); - float clampResult154_g11872 = clamp( - ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb, - (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11872)) - : (clampResult154_g11872))))); - float4 staticSwitch11_g11869 = appendResult3_g11872; - #else - float4 staticSwitch11_g11869 = staticSwitch9_g11869; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; - float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11874 = rotatedValue136_g11874; - float linValue16_g11875 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875); - float temp_output_168_0_g11874 = max( - ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11874)) - : (temp_output_168_0_g11874))); - float4 temp_output_1_0_g11874 = staticSwitch11_g11869; - float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0); - float4 appendResult3_g11874 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11874)) - : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb), - (temp_output_1_0_g11874.a * clampResult154_g11874))); - float4 staticSwitch15_g11869 = appendResult3_g11874; - #else - float4 staticSwitch15_g11869 = staticSwitch11_g11869; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11882 = staticSwitch15_g11869; - float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; - float temp_output_121_0_g11882 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882)); - float temp_output_17_0_g11883 = length( - ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11883)); - float clampResult17_g11882 = clamp( - saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0); - float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb, - (temp_output_1_0_g11882.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11882)) - : (clampResult17_g11882))))); - float4 staticSwitch13_g11869 = appendResult3_g11882; - #else - float4 staticSwitch13_g11869 = staticSwitch15_g11869; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885. - a)); - #else - float3 staticSwitch16_g11885 = temp_output_3_0_g11885; - #endif - float4 temp_output_1_0_g11885 = staticSwitch13_g11869; - float4 break2_g11887 = temp_output_1_0_g11885; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow( - max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + - break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11885 = staticSwitch16_g11885; - #endif - float4 appendResult6_g11885 = (float4( - ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb), - temp_output_1_0_g11885.a)); - float4 staticSwitch5_g11884 = appendResult6_g11885; - #else - float4 staticSwitch5_g11884 = staticSwitch13_g11869; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11888 = staticSwitch5_g11884; - float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11888.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade)); - float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a)); - float4 staticSwitch11_g11884 = appendResult13_g11888; - #else - float4 staticSwitch11_g11884 = staticSwitch5_g11884; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11889 = staticSwitch11_g11884; - float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889. - a)); - #else - float3 staticSwitch21_g11889 = temp_output_6_0_g11889; - #endif - float4 break2_g11891 = temp_output_1_0_g11889; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11889 = (pow( - max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + - break2_g11891.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889); - #else - float3 staticSwitch22_g11889 = staticSwitch21_g11889; - #endif - float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade); - float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a)); - float4 staticSwitch7_g11884 = appendResult9_g11889; - #else - float4 staticSwitch7_g11884 = staticSwitch11_g11884; - #endif - float4 temp_output_2_0_g11892 = staticSwitch7_g11884; - #ifdef _ENABLESHADOW_ON - float4 break4_g11894 = temp_output_2_0_g11892; - float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b)); - float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11893) * - _ShadowOffset))).a))); - float4 break6_g11894 = appendResult85_g11892; - float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b)); - float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a); - float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894); - float4 appendResult18_g11894 = (float4( - (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * ( - 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894)); - float4 staticSwitch82_g11892 = appendResult18_g11894; - #else - float4 staticSwitch82_g11892 = temp_output_2_0_g11892; - #endif - float4 break4_g11895 = staticSwitch82_g11892; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11753 = 1.0; - #else - float staticSwitch8_g11753 = IN.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11753 = 1.0; - #else - float staticSwitch9_g11753 = staticSwitch8_g11753; - #endif - float customVertexAlpha193 = staticSwitch9_g11753; - float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b, - (break4_g11895.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11895; - float4 temp_output_1_0_g11898 = temp_output_344_0; - float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11898.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11898; - #endif - float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11905 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11905 = (float4( - ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a)); - float4 staticSwitch6_g11905 = appendResult2_g11905; - #else - float4 staticSwitch6_g11905 = temp_output_7_0_g11905; - #endif - - float4 Color = staticSwitch6_g11905; - - half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); - return outColor; - } ENDHLSL } - + Pass { - + Name "ScenePickingPass" - Tags - { - "LightMode"="Picking" - } + Tags { "LightMode"="Picking" } - Cull Off + Cull Off HLSLPROGRAM - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - #pragma vertex vert - #pragma fragment frag + #pragma multi_compile_instancing - #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL @@ -15527,3661 +13415,3164 @@ length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz) #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY - #define SCENEPICKINGPASS 1 + #define SCENEPICKINGPASS 1 - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPRedTint; - float4 _RecolorRGBYCPYellowTint; - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPCyanTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPPurpleTint; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - float4 _RecolorRGBGreenTint; - float4 _RecolorRGBRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - float4 _ShineColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - float4 _MetalColor; - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - float4 _CamouflageColorA; - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowMask_ST; - float4 _SineGlowColor; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnEdgeNoiseScale; - float2 _BurnPosition; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineTextureSpeed; - float2 _InnerOutlineNoiseSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineDistortionIntensity; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineNoiseScale; - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveOffset; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortTo; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - float2 _FrozenHighlightDistortionSpeed; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Offset; - float2 _TextureLayer2ScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - float2 _UVScalePivot; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; - float _RainbowSaturation; - float _RainbowBrightness; - float _RainbowContrast; - float _RainbowDensity; - #endif - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - float _FrozenHighlightDensity; - float _FrozenFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - int _TextureLayer2Columns; - int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - float _SourceAlphaDissolveNoiseFactor; - float _SourceAlphaDissolveFade; - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - float _ShineRotation; - float _ShineFrequency; - float _ShineSpeed; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - float _HalftoneInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedFade; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedReduce; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; - float _EnchantedBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeSmoothness; - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFrequency; - #endif - float _MaskBrightness; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - float _OuterOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueContrast; - float _AddHueSaturation; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceRange; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameRadius; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameNoiseFactor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - float _InkSpreadContrast; - #endif - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintFade; - float _BlackTintPower; - #endif - #ifdef _ENABLESPLITTONING_ON - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float _Brightness; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - #endif - float _NormalIntensity; + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPRedTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + float4 _ShineColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + float4 _MetalColor; + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + float4 _SineGlowColor; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + float2 _BurnPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineTextureSpeed; + float2 _InnerOutlineNoiseSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineDistortionIntensity; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2ScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + float _RainbowSaturation; + float _RainbowBrightness; + float _RainbowContrast; + float _RainbowDensity; + #endif + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + float _FrozenHighlightDensity; + float _FrozenFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + int _TextureLayer2Columns; + int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; + float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + float _ShineRotation; + float _ShineFrequency; + float _ShineSpeed; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedFade; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedReduce; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + float _EnchantedBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeSmoothness; + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFrequency; + #endif + float _MaskBrightness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + float _OuterOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueContrast; + float _AddHueSaturation; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceRange; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameNoiseFactor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + float _InkSpreadContrast; + #endif + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintFade; + float _BlackTintPower; + #endif + #ifdef _ENABLESPLITTONING_ON + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + #endif + float _NormalIntensity; + struct VertexInput - { - float3 positionOS : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_SKINNED_VERTEX_INPUTS - UNITY_VERTEX_INPUT_INSTANCE_ID - }; + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_SKINNED_VERTEX_INPUTS + UNITY_VERTEX_INPUT_INSTANCE_ID + }; - struct VertexOutput - { - float4 positionCS : SV_POSITION; - float4 ase_texcoord : TEXCOORD0; - float4 ase_texcoord1 : TEXCOORD1; - float4 ase_texcoord2 : TEXCOORD2; - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; float4 _SelectionID; - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11757( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11755( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11666( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11668( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11762( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11763( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11792( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11815( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11799( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11862( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11864( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11858( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11850( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11844( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11879( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11891( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11887( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11898( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11906( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11908( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11904( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11900( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11902( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + - float MyCustomExpression16_g11716(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } + VertexOutput vert(VertexInput v ) + { + VertexOutput o = (VertexOutput)0; - float MyCustomExpression16_g11714(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SKINNED_VERTEX_COMPUTE(v); - float FastNoise101_g11666(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); + v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11923 = fixedUV475; + float2 appendResult72_g11923 = (float2(( _SquishStretch * ( break77_g11923.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11923.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11923 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11926 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11758 = _TimeValue; + #else + float staticSwitch44_g11758 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11758 = UnscaledTime; + #else + float staticSwitch34_g11758 = staticSwitch44_g11758; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed ); + #else + float staticSwitch37_g11758 = staticSwitch34_g11758; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11758 = staticSwitch37_g11758; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11758 = staticSwitch38_g11758; + #endif + float shaderTime237 = staticSwitch42_g11758; + float temp_output_8_0_g11926 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11926 = ( ( sin( ( temp_output_8_0_g11926 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11926 ); + #else + float2 staticSwitch4_g11926 = temp_output_2_0_g11926; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11927 = temp_output_8_0_g11926; + float3 rotatedValue21_g11927 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11927 * _VibrateRotation ) ); + float2 staticSwitch6_g11926 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11927 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11927).xy ) + staticSwitch4_g11926 ); + #else + float2 staticSwitch6_g11926 = staticSwitch4_g11926; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11926 = ( staticSwitch6_g11926 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11926 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11926 = staticSwitch6_g11926; + #endif + float2 temp_output_424_0 = staticSwitch10_g11926; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11753 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11759 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11759 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11759 = temp_output_61_0_g11759; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11759 = (v.positionOS).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11759 = ( (v.positionOS).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11759 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11759; + float linValue16_g11757 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11754 = shaderPosition235; + float linValue16_g11755 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11754 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11756; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11754; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord1 = screenPos; + o.ase_texcoord2.xyz = ase_positionWS; + + o.ase_texcoord.xy = v.ase_texcoord.xy; + o.ase_texcoord3 = float4(v.positionOS,1); + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord.zw = 0; + o.ase_texcoord2.w = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS = vertexValue; + #else + v.positionOS += vertexValue; + #endif - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); + float3 positionWS = TransformObjectToWorld(v.positionOS); + o.positionCS = TransformWorldToHClip(positionWS); - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } + return o; + } - float MyCustomExpression16_g11668(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } + half4 frag(VertexOutput IN ) : SV_TARGET + { + float2 texCoord363 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord1; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord2.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11665 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11666 = _WindMinIntensity; + #else + float staticSwitch117_g11666 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11666 = _WindMaxIntensity; + #else + float staticSwitch118_g11666 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11666 = _WindXPosition; + #else + float staticSwitch111_g11666 = transform62_g11666.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11666 = _WindNoiseScale; + #else + float staticSwitch113_g11666 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11758 = _TimeValue; + #else + float staticSwitch44_g11758 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11758 = UnscaledTime; + #else + float staticSwitch34_g11758 = staticSwitch44_g11758; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed ); + #else + float staticSwitch37_g11758 = staticSwitch34_g11758; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11758 = staticSwitch37_g11758; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11758 = staticSwitch38_g11758; + #endif + float shaderTime237 = staticSwitch42_g11758; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11666 = WindTime; + #endif + float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 ); + float x101_g11666 = temp_output_50_0_g11666; + float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 ); + float2 temp_cast_0 = (temp_output_50_0_g11666).xx; + float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11666 = simplePerlin2D121_g11666; + #else + float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 ); + #endif + float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666); + float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; + float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip ); + float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 ))); + float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) ); + float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; + #else + float2 staticSwitch4_g11665 = temp_output_3_0_g11665; + #endif + float2 texCoord435 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11759 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11759 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11759 = temp_output_61_0_g11759; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11759 = (IN.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11759 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11759 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11759; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11667 = shaderPosition235; + float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11665; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11670 = shaderPosition235; + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11670 = rotatedValue136_g11670; + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11760 = unity_OrthoParams.y; + float temp_output_8_0_g11760 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11760 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11760 ); + float2 temp_cast_4 = (temp_output_8_0_g11760).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11762 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 ); + float clampResult75_g11760 = clamp( localMyCustomExpression16_g11762 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11760).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11763 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11763 = MyCustomExpression16_g11763( linValue16_g11763 ); + float2 appendResult10_g11761 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11761 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11761 = appendResult2_g11761; + #else + float2 staticSwitch9_g11761 = ( float2( 100,100 ) / appendResult10_g11761 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11760 = (float2(( ( ( clampResult75_g11760 * ( localMyCustomExpression16_g11763 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11761.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11760 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11673 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11673; + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11765 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11775 = staticSwitch62; + float2 temp_output_26_0_g11775 = shaderPosition235; + float temp_output_25_0_g11775 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11775 + ( _UVDistortSpeed * temp_output_25_0_g11775 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float2 lerpResult21_g11782 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11785); + float2 appendResult10_g11784 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11784 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11784 = appendResult2_g11784; + #else + float2 staticSwitch9_g11784 = ( float2( 100,100 ) / appendResult10_g11784 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11783 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11782 = ( _UVDistortFade * ( tex2DNode3_g11783.r * tex2DNode3_g11783.a ) ); + #else + float staticSwitch29_g11782 = _UVDistortFade; + #endif + float2 staticSwitch5_g11775 = ( temp_output_1_0_g11775 + ( lerpResult21_g11782 * staticSwitch9_g11784 * staticSwitch29_g11782 ) ); + #else + float2 staticSwitch5_g11775 = temp_output_1_0_g11775; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11781 = staticSwitch5_g11775; + float2 staticSwitch7_g11775 = ( temp_output_1_0_g11781 + ( ( temp_output_1_0_g11781 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11781 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11775 = staticSwitch5_g11775; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11780 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11775 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11775 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11775 = (rotatedValue36_g11780).xy; + #else + float2 staticSwitch9_g11775 = staticSwitch7_g11775; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11779 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11775 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11775 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11775 = (rotatedValue8_g11779).xy; + #else + float2 staticSwitch16_g11775 = staticSwitch9_g11775; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11775 = ( ( _UVScrollSpeed * temp_output_25_0_g11775 ) + staticSwitch16_g11775 ); + #else + float2 staticSwitch14_g11775 = staticSwitch16_g11775; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11777 = ( ( _PixelatePixelDensity * ( appendResult35_g11777 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11777 = clamp( ( floor( ( MultFactor30_g11777 * ( staticSwitch14_g11775 + ( float2( 0.5,0.5 ) / MultFactor30_g11777 ) ) ) ) / MultFactor30_g11777 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11775 = clampResult46_g11777; + #else + float2 staticSwitch4_g11775 = staticSwitch14_g11775; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11775 = ( ( ( staticSwitch4_g11775 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11775 = staticSwitch4_g11775; + #endif + float2 temp_output_1_0_g11786 = staticSwitch24_g11775; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11786 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11775.y + ( _WiggleSpeed * temp_output_25_0_g11775 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11786 = ( temp_output_7_0_g11786 * temp_output_1_0_g11786.y ); + #else + float staticSwitch18_g11786 = temp_output_7_0_g11786; + #endif + float2 appendResult12_g11786 = (float2(staticSwitch18_g11786 , 0.0)); + float2 staticSwitch13_g11786 = ( temp_output_1_0_g11786 + appendResult12_g11786 ); + #else + float2 staticSwitch13_g11786 = temp_output_1_0_g11786; + #endif + float2 temp_output_484_0 = staticSwitch13_g11786; + float2 texCoord131 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11753 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 ); + float linValue16_g11757 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11754 = shaderPosition235; + float linValue16_g11755 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11754 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11756; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11754; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11787 = staticSwitch485; + float2 break11_g11787 = float2( 0,0 ); + float2 break10_g11787 = float2( 1,1 ); + float2 break9_g11787 = spriteRectMin376; + float2 break8_g11787 = spriteRectMax377; + float2 appendResult15_g11787 = (float2( (break9_g11787.x + ( break14_g11787.x - break11_g11787.x ) * ( break8_g11787.x - break9_g11787.x ) / ( break10_g11787.x - break11_g11787.x ) ) , (break9_g11787.y + ( break14_g11787.y - break11_g11787.y ) * ( break8_g11787.y - break9_g11787.y ) / ( break10_g11787.y - break11_g11787.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11787 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11837 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11837 ) ) / appendResult7_g11837 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11733 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11734 = _MainTex; + float4 textureTexelSize3_g11734 = _MainTex_TexelSize; + float2 uvs3_g11734 = temp_output_1_0_g11733; + float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); + float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; + #else + float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11745 = temp_output_10_0_g11735; + float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); + float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; + float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; + float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); + float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float temp_output_2_0_g11736 = temp_output_10_0_g11735; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float temp_output_2_0_g11742 = temp_output_10_0_g11735; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11739 = temp_output_10_0_g11735; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11733 = staticSwitch8_g11733; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; + float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); + float temp_output_2_0_g11749 = _SharpenOffset; + float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; + float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; + float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); + float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); + float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; + float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); + float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); + float4 staticSwitch12_g11733 = appendResult24_g11748; + #else + float4 staticSwitch12_g11733 = staticSwitch3_g11733; + #endif + float4 temp_output_471_0 = staticSwitch12_g11733; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11752 = temp_output_471_0; + float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a)); + float4 staticSwitch354 = appendResult8_g11752; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11766 = originalColor191; + float4 temp_output_1_0_g11767 = temp_output_1_0_g11766; + float2 temp_output_7_0_g11766 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11767 = temp_output_7_0_g11766; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11767 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult28_g11767 = clamp( ( ( ( localMyCustomExpression16_g11768 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11767 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11767 = lerp( (temp_output_1_0_g11767).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11767 ) * _SmokeDarkEdge )); + float4 appendResult31_g11767 = (float4(lerpResult34_g11767 , ( clampResult28_g11767 * _SmokeAlpha * temp_output_1_0_g11767.a ))); + float4 staticSwitch2_g11766 = appendResult31_g11767; + #else + float4 staticSwitch2_g11766 = temp_output_1_0_g11766; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11769 = staticSwitch2_g11766; + float2 temp_output_57_0_g11769 = temp_output_7_0_g11766; + float4 tex2DNode3_g11769 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11769 ); + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11769 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + float clampResult37_g11769 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11769.r + ( localMyCustomExpression16_g11770 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11769 = (float4((temp_output_1_0_g11769).rgb , ( temp_output_1_0_g11769.a * pow( clampResult37_g11769 , ( _CustomFadeSmoothness / max( tex2DNode3_g11769.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11766 = appendResult13_g11769; + #else + float4 staticSwitch3_g11766 = staticSwitch2_g11766; + #endif + float4 temp_output_1_0_g11771 = staticSwitch3_g11766; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11772 = temp_output_1_0_g11771; + float2 appendResult4_g11772 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11772 = ( appendResult4_g11772 * _CheckerboardTiling * 0.5 ); + float2 break12_g11772 = step( ( ceil( temp_output_44_0_g11772 ) - temp_output_44_0_g11772 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11772 = (float4(( (temp_output_1_0_g11772).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11772.x + break12_g11772.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11772.a)); + float4 staticSwitch2_g11771 = appendResult42_g11772; + #else + float4 staticSwitch2_g11771 = temp_output_1_0_g11771; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11773 = finalUV146; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11773 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float saferPower57_g11773 = abs( max( ( temp_output_75_0_g11773.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11773 = max( _FlameRadius , 0.01 ); + float clampResult70_g11773 = clamp( ( ( ( localMyCustomExpression16_g11774 * pow( saferPower57_g11773 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11773 - distance( temp_output_75_0_g11773 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11773 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11773 = ( clampResult70_g11773 * _FlameBrightness ); + float4 appendResult31_g11773 = (float4(temp_output_63_0_g11773 , temp_output_63_0_g11773 , temp_output_63_0_g11773 , clampResult70_g11773)); + float4 staticSwitch6_g11771 = ( appendResult31_g11773 * staticSwitch2_g11771 ); + #else + float4 staticSwitch6_g11771 = staticSwitch2_g11771; + #endif + float4 temp_output_3_0_g11788 = staticSwitch6_g11771; + float4 temp_output_1_0_g11820 = temp_output_3_0_g11788; + float4 appendResult91_g11820 = (float4((temp_output_1_0_g11820).rgb , 1.0)); + float2 temp_output_1_0_g11788 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11820 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11788 ); + #else + float4 staticSwitch81_g11820 = appendResult91_g11820; + #endif + float3 break82_g11820 = (staticSwitch81_g11820).xyz; + float temp_output_84_0_g11820 = max( ( break82_g11820.x + break82_g11820.y + break82_g11820.z ) , 0.001 ); + float4 break71_g11820 = ( ( _RecolorRGBRedTint * ( break82_g11820.x / temp_output_84_0_g11820 ) ) + ( _RecolorRGBGreenTint * ( break82_g11820.y / temp_output_84_0_g11820 ) ) + ( ( break82_g11820.z / temp_output_84_0_g11820 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11820 = (float3(break71_g11820.r , break71_g11820.g , break71_g11820.b)); + float4 break2_g11821 = temp_output_1_0_g11820; + float saferPower57_g11820 = abs( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) ); + float3 lerpResult26_g11820 = lerp( (temp_output_1_0_g11820).rgb , ( appendResult56_g11820 * pow( saferPower57_g11820 , ( max( break71_g11820.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11820.w * _RecolorRGBFade )); + float4 appendResult30_g11820 = (float4(lerpResult26_g11820 , temp_output_1_0_g11820.a)); + float4 staticSwitch43_g11788 = appendResult30_g11820; + #else + float4 staticSwitch43_g11788 = temp_output_3_0_g11788; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11818 = staticSwitch43_g11788; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11818 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11788 ); + #else + float4 staticSwitch62_g11818 = temp_output_1_0_g11818; + #endif + float3 hsvTorgb33_g11818 = RGBToHSV( staticSwitch62_g11818.rgb ); + float temp_output_43_0_g11818 = ( ( hsvTorgb33_g11818.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11818 = 0; + if( temp_output_43_0_g11818 >= 0.8333333 ) + ifLocalVar46_g11818 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11818 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.6666667 ) + ifLocalVar44_g11818 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11818 = ifLocalVar46_g11818; + float4 ifLocalVar47_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.3333333 ) + ifLocalVar47_g11818 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11818 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11818 = 0; + if( temp_output_43_0_g11818 <= 0.1666667 ) + ifLocalVar45_g11818 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11818 = ifLocalVar47_g11818; + float4 ifLocalVar35_g11818 = 0; + if( temp_output_43_0_g11818 >= 0.5 ) + ifLocalVar35_g11818 = ifLocalVar44_g11818; + else + ifLocalVar35_g11818 = ifLocalVar45_g11818; + float4 break55_g11818 = ifLocalVar35_g11818; + float3 appendResult56_g11818 = (float3(break55_g11818.r , break55_g11818.g , break55_g11818.b)); + float4 break2_g11819 = temp_output_1_0_g11818; + float saferPower57_g11818 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) ); + float3 lerpResult26_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( appendResult56_g11818 * pow( saferPower57_g11818 , max( ( break55_g11818.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11818.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11818 = (float4(lerpResult26_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch9_g11788 = appendResult30_g11818; + #else + float4 staticSwitch9_g11788 = staticSwitch43_g11788; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11792 = staticSwitch9_g11788; + float3 temp_output_2_0_g11792 = (temp_output_1_0_g11792).rgb; + float3 In115_g11792 = temp_output_2_0_g11792; + float3 From115_g11792 = (_ColorReplaceFromColor).rgb; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 To115_g11792 = ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11792 = _ColorReplaceSmoothness; + float Range115_g11792 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11792 = MyCustomExpression115_g11792( In115_g11792 , From115_g11792 , To115_g11792 , Fuzziness115_g11792 , Range115_g11792 ); + float3 lerpResult112_g11792 = lerp( temp_output_2_0_g11792 , localMyCustomExpression115_g11792 , _ColorReplaceFade); + float4 appendResult4_g11792 = (float4(lerpResult112_g11792 , temp_output_1_0_g11792.a)); + float4 staticSwitch29_g11788 = appendResult4_g11792; + #else + float4 staticSwitch29_g11788 = staticSwitch9_g11788; + #endif + float4 temp_output_1_0_g11805 = staticSwitch29_g11788; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11805 = (temp_output_1_0_g11805).rgb; + float3 lerpResult3_g11805 = lerp( temp_output_9_0_g11805 , ( 1.0 - temp_output_9_0_g11805 ) , _NegativeFade); + float4 appendResult8_g11805 = (float4(lerpResult3_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch4_g11805 = appendResult8_g11805; + #else + float4 staticSwitch4_g11805 = temp_output_1_0_g11805; + #endif + float4 temp_output_57_0_g11788 = staticSwitch4_g11805; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11828 = temp_output_57_0_g11788; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11828 = (float4(pow( max( (temp_output_1_0_g11828).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11828.a)); + float4 staticSwitch32_g11788 = appendResult4_g11828; + #else + float4 staticSwitch32_g11788 = temp_output_57_0_g11788; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11803 = staticSwitch32_g11788; + float4 appendResult6_g11803 = (float4(( (temp_output_2_0_g11803).rgb * _Brightness ) , temp_output_2_0_g11803.a)); + float4 staticSwitch33_g11788 = appendResult6_g11803; + #else + float4 staticSwitch33_g11788 = staticSwitch32_g11788; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11804 = staticSwitch33_g11788; + float3 hsvTorgb1_g11804 = RGBToHSV( temp_output_2_0_g11804.rgb ); + float3 hsvTorgb3_g11804 = HSVToRGB( float3(( hsvTorgb1_g11804.x + _Hue ),hsvTorgb1_g11804.y,hsvTorgb1_g11804.z) ); + float4 appendResult8_g11804 = (float4(hsvTorgb3_g11804 , temp_output_2_0_g11804.a)); + float4 staticSwitch36_g11788 = appendResult8_g11804; + #else + float4 staticSwitch36_g11788 = staticSwitch33_g11788; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11822 = staticSwitch36_g11788; + float4 break2_g11823 = temp_output_1_0_g11822; + float temp_output_3_0_g11822 = ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ); + float clampResult25_g11822 = clamp( ( ( ( ( temp_output_3_0_g11822 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11822 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11822); + float3 lerpResult11_g11822 = lerp( (temp_output_1_0_g11822).rgb , ( lerpResult6_g11822 * pow( max( temp_output_3_0_g11822 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11822 = (float4(lerpResult11_g11822 , temp_output_1_0_g11822.a)); + float4 staticSwitch30_g11788 = appendResult18_g11822; + #else + float4 staticSwitch30_g11788 = staticSwitch36_g11788; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11800 = staticSwitch30_g11788; + float3 temp_output_4_0_g11800 = (temp_output_1_0_g11800).rgb; + float4 break12_g11800 = temp_output_1_0_g11800; + float3 lerpResult7_g11800 = lerp( temp_output_4_0_g11800 , ( temp_output_4_0_g11800 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11800.r , break12_g11800.g ) , break12_g11800.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11800 = lerp( temp_output_4_0_g11800 , lerpResult7_g11800 , _BlackTintFade); + float4 appendResult11_g11800 = (float4(lerpResult13_g11800 , break12_g11800.a)); + float4 staticSwitch20_g11788 = appendResult11_g11800; + #else + float4 staticSwitch20_g11788 = staticSwitch30_g11788; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11814 = staticSwitch20_g11788; + float4 break2_g11816 = temp_output_1_0_g11814; + float2 temp_output_65_0_g11814 = shaderPosition235; + float linValue16_g11815 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11814 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11815 = MyCustomExpression16_g11815( linValue16_g11815 ); + float clampResult53_g11814 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11814 ) ) + ( localMyCustomExpression16_g11815 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11814 = lerp( (temp_output_1_0_g11814).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11814 )); + float4 appendResult9_g11814 = (float4(lerpResult7_g11814 , (temp_output_1_0_g11814).a)); + float4 staticSwitch17_g11788 = appendResult9_g11814; + #else + float4 staticSwitch17_g11788 = staticSwitch20_g11788; + #endif + float temp_output_39_0_g11788 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11806 = staticSwitch17_g11788; + float3 hsvTorgb15_g11806 = RGBToHSV( (temp_output_1_0_g11806).rgb ); + float3 hsvTorgb19_g11806 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _ShiftHueSpeed ) + hsvTorgb15_g11806.x ),hsvTorgb15_g11806.y,hsvTorgb15_g11806.z) ); + float4 appendResult6_g11806 = (float4(hsvTorgb19_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch19_g11788 = appendResult6_g11806; + #else + float4 staticSwitch19_g11788 = staticSwitch17_g11788; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11810 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11810 = staticSwitch19_g11788; + float4 break2_g11812 = temp_output_1_0_g11810; + float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11811 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11810 = ( _AddHueFade * ( tex2DNode3_g11811.r * tex2DNode3_g11811.a ) ); + #else + float staticSwitch33_g11810 = _AddHueFade; + #endif + float4 appendResult6_g11810 = (float4(( ( hsvTorgb19_g11810 * pow( max( ( ( break2_g11812.x + break2_g11812.x + break2_g11812.y + break2_g11812.y + break2_g11812.y + break2_g11812.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11810 ) + (temp_output_1_0_g11810).rgb ) , temp_output_1_0_g11810.a)); + float4 staticSwitch23_g11788 = appendResult6_g11810; + #else + float4 staticSwitch23_g11788 = staticSwitch19_g11788; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11807 = staticSwitch23_g11788; + float4 break2_g11808 = temp_output_1_0_g11807; + float3 temp_output_13_0_g11807 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11807 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11807 = ( (tex2DNode30_g11807).rgb * temp_output_13_0_g11807 * tex2DNode30_g11807.a ); + #else + float3 staticSwitch27_g11807 = temp_output_13_0_g11807; + #endif + float4 appendResult21_g11807 = (float4(( (temp_output_1_0_g11807).rgb + ( pow( max( ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11807 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11788 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11807.a)); + float4 staticSwitch28_g11788 = appendResult21_g11807; + #else + float4 staticSwitch28_g11788 = staticSwitch23_g11788; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11795 = staticSwitch28_g11788; + float4 break2_g11796 = temp_output_1_0_g11795; + float3 temp_cast_46 = (( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 )).xxx; + float3 lerpResult5_g11795 = lerp( temp_cast_46 , (temp_output_1_0_g11795).rgb , _Saturation); + float4 appendResult8_g11795 = (float4(lerpResult5_g11795 , temp_output_1_0_g11795.a)); + float4 staticSwitch38_g11788 = appendResult8_g11795; + #else + float4 staticSwitch38_g11788 = staticSwitch28_g11788; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11797 = staticSwitch38_g11788; + float3 temp_output_82_0_g11797 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11797 = temp_output_1_0_g11788; + float temp_output_179_0_g11797 = temp_output_39_0_g11788; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11797 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11797 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11797 ) ) )).rgb * temp_output_82_0_g11797 ); + #else + float3 staticSwitch187_g11797 = temp_output_82_0_g11797; + #endif + float linValue16_g11799 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11797 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11797 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11799 = MyCustomExpression16_g11799( linValue16_g11799 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11797 = ( ( localMyCustomExpression16_g11799 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11797 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11797 = ( staticSwitch169_g11797 + temp_output_7_0_g11797 ); + float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11798 = appendResult2_g11798; + #else + float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 ); + #endif + float2 temp_output_25_0_g11797 = staticSwitch9_g11798; + float temp_output_178_0_g11797 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11797 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) ) ); + float3 lerpResult176_g11797 = lerp( (temp_output_15_0_g11797).rgb , staticSwitch187_g11797 , temp_output_178_0_g11797); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11797 = ( temp_output_178_0_g11797 * temp_output_15_0_g11797.a ); + #else + float staticSwitch188_g11797 = temp_output_15_0_g11797.a; + #endif + float4 appendResult177_g11797 = (float4(lerpResult176_g11797 , staticSwitch188_g11797)); + float4 staticSwitch12_g11788 = appendResult177_g11797; + #else + float4 staticSwitch12_g11788 = staticSwitch38_g11788; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11825 = staticSwitch12_g11788; + float3 temp_output_82_0_g11825 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11825 = temp_output_1_0_g11788; + float temp_output_186_0_g11825 = temp_output_39_0_g11788; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11825 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11825 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11825 ) ) )).rgb * temp_output_82_0_g11825 ); + #else + float3 staticSwitch199_g11825 = temp_output_82_0_g11825; + #endif + float temp_output_182_0_g11825 = ( ( 1.0 - temp_output_15_0_g11825.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11825 = 1.0; + #else + float staticSwitch203_g11825 = temp_output_182_0_g11825; + #endif + float3 lerpResult178_g11825 = lerp( (temp_output_15_0_g11825).rgb , staticSwitch199_g11825 , staticSwitch203_g11825); + float3 lerpResult170_g11825 = lerp( lerpResult178_g11825 , staticSwitch199_g11825 , staticSwitch203_g11825); + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11825 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11825 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11825 = ( ( localMyCustomExpression16_g11826 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11825 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11825 = ( staticSwitch157_g11825 + temp_output_7_0_g11825 ); + float2 appendResult10_g11827 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11827 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11827 = appendResult2_g11827; + #else + float2 staticSwitch9_g11827 = ( float2( 100,100 ) / appendResult10_g11827 ); + #endif + float2 temp_output_25_0_g11825 = staticSwitch9_g11827; + float lerpResult168_g11825 = lerp( temp_output_15_0_g11825.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11825 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11825 = ( temp_output_182_0_g11825 * lerpResult168_g11825 ); + #else + float staticSwitch200_g11825 = lerpResult168_g11825; + #endif + float4 appendResult174_g11825 = (float4(lerpResult170_g11825 , staticSwitch200_g11825)); + float4 staticSwitch13_g11788 = appendResult174_g11825; + #else + float4 staticSwitch13_g11788 = staticSwitch12_g11788; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11802 = staticSwitch13_g11788; + float3 temp_output_82_0_g11802 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11802 = temp_output_1_0_g11788; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11802 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11802 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11788 ) ) )).rgb * temp_output_82_0_g11802 ); + #else + float3 staticSwitch199_g11802 = temp_output_82_0_g11802; + #endif + float temp_output_213_0_g11802 = ( _PixelOutlineFade * step( temp_output_15_0_g11802.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11802 = ( ( 1.0 - temp_output_15_0_g11802.a ) * min( ( temp_output_213_0_g11802 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11802 = 1.0; + #else + float staticSwitch203_g11802 = temp_output_182_0_g11802; + #endif + float3 lerpResult178_g11802 = lerp( (temp_output_15_0_g11802).rgb , staticSwitch199_g11802 , staticSwitch203_g11802); + float3 lerpResult170_g11802 = lerp( lerpResult178_g11802 , staticSwitch199_g11802 , staticSwitch203_g11802); + float2 appendResult206_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11802 = ( float2( 1,1 ) / appendResult206_g11802 ); + float lerpResult168_g11802 = lerp( temp_output_15_0_g11802.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11802 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11802); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11802 = ( temp_output_182_0_g11802 * lerpResult168_g11802 ); + #else + float staticSwitch200_g11802 = lerpResult168_g11802; + #endif + float4 appendResult174_g11802 = (float4(lerpResult170_g11802 , staticSwitch200_g11802)); + float4 staticSwitch48_g11788 = appendResult174_g11802; + #else + float4 staticSwitch48_g11788 = staticSwitch13_g11788; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11789 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11788 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11789 = staticSwitch48_g11788; + float4 break2_g11790 = temp_output_5_0_g11789; + float4 appendResult12_g11789 = (float4(( ( lerpResult15_g11789 * _PingPongGlowFade * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11789).rgb ) , temp_output_5_0_g11789.a)); + float4 staticSwitch46_g11788 = appendResult12_g11789; + #else + float4 staticSwitch46_g11788 = staticSwitch48_g11788; + #endif + float4 temp_output_361_0 = staticSwitch46_g11788; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11830 = temp_output_361_0; + float4 break2_g11831 = temp_output_1_0_g11830; + float temp_output_44_0_g11830 = unity_OrthoParams.y; + float4 appendResult22_g11830 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11831.x + break2_g11831.x + break2_g11831.y + break2_g11831.y + break2_g11831.y + break2_g11831.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11830 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11830 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11830.a ))); + float4 lerpResult37_g11830 = lerp( temp_output_1_0_g11830 , appendResult22_g11830 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11830; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11833 = staticSwitch56; + float4 break2_g11835 = temp_output_1_0_g11833; + float temp_output_34_0_g11833 = shaderTime237; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11833 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float3 hsvTorgb3_g11836 = HSVToRGB( float3(( localMyCustomExpression16_g11834 + ( temp_output_34_0_g11833 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11836 ) , glitchFade152); + float4 appendResult27_g11833 = (float4(lerpResult23_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch57 = appendResult27_g11833; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11838 = staticSwitch57; + float4 temp_output_1_0_g11868 = temp_output_3_0_g11838; + float2 temp_output_41_0_g11838 = shaderPosition235; + float2 temp_output_99_0_g11868 = temp_output_41_0_g11838; + float temp_output_40_0_g11838 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11838 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11868 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11868 = ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11868 ); + #else + float2 staticSwitch101_g11868 = temp_output_99_0_g11868; + #endif + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11868 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult52_g11868 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11870 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11868 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11868 ) , clampResult52_g11868); + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11868 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float clampResult65_g11868 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11872 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11868 = lerp( lerpResult55_g11868 , ( _CamouflageColorB * clampResult65_g11868 ) , clampResult65_g11868); + float4 break2_g11871 = temp_output_1_0_g11868; + float3 lerpResult4_g11868 = lerp( (temp_output_1_0_g11868).rgb , ( (lerpResult68_g11868).rgb * pow( max( ( ( break2_g11871.x + break2_g11871.x + break2_g11871.y + break2_g11871.y + break2_g11871.y + break2_g11871.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11868 = (float4(lerpResult4_g11868 , temp_output_1_0_g11868.a)); + float4 staticSwitch26_g11838 = appendResult7_g11868; + #else + float4 staticSwitch26_g11838 = temp_output_3_0_g11838; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11861 = staticSwitch26_g11838; + float temp_output_59_0_g11861 = temp_output_40_0_g11838; + float2 temp_output_58_0_g11861 = temp_output_41_0_g11838; + float linValue16_g11862 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11861 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11861 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11862 = MyCustomExpression16_g11862( linValue16_g11862 ); + float linValue16_g11864 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11862 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11861 * _MetalNoiseSpeed ) + temp_output_58_0_g11861 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11864 = MyCustomExpression16_g11864( linValue16_g11864 ); + float4 break2_g11863 = temp_output_1_0_g11861; + float temp_output_5_0_g11861 = ( ( break2_g11863.x + break2_g11863.x + break2_g11863.y + break2_g11863.y + break2_g11863.y + break2_g11863.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11866 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11861 = ( _MetalFade * ( tex2DNode3_g11866.r * tex2DNode3_g11866.a ) ); + #else + float staticSwitch60_g11861 = _MetalFade; + #endif + float4 lerpResult45_g11861 = lerp( temp_output_1_0_g11861 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11864 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11861); + float4 appendResult8_g11861 = (float4((lerpResult45_g11861).rgb , (temp_output_1_0_g11861).a)); + float4 staticSwitch28_g11838 = appendResult8_g11861; + #else + float4 staticSwitch28_g11838 = staticSwitch26_g11838; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11853 = staticSwitch28_g11838; + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_7_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float2 temp_output_72_0_g11853 = temp_output_41_0_g11838; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11853 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float temp_output_73_0_g11853 = temp_output_40_0_g11838; + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11853 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11853 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11858 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11853 * _FrozenHighlightSpeed ) + temp_output_72_0_g11853 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11858 = MyCustomExpression16_g11858( linValue16_g11858 ); + float3 lerpResult57_g11853 = lerp( (temp_output_1_0_g11853).rgb , ( ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11855 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11858 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11853 = (float4(lerpResult57_g11853 , temp_output_1_0_g11853.a)); + float4 staticSwitch29_g11838 = appendResult26_g11853; + #else + float4 staticSwitch29_g11838 = staticSwitch28_g11838; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11847 = staticSwitch29_g11838; + float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; + float4 break2_g11851 = float4( temp_output_28_0_g11847 , 0.0 ); + float2 temp_output_72_0_g11847 = temp_output_41_0_g11838; + float linValue16_g11850 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11850 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11847 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float clampResult68_g11847 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11848 ) , 0.0 , 1.0 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_15_0_g11847 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11847 , _BurnPosition ) ) + ( localMyCustomExpression16_g11849 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11847 = clamp( temp_output_15_0_g11847 , 0.0 , 1.0 ); + float3 lerpResult29_g11847 = lerp( temp_output_28_0_g11847 , ( pow( max( ( ( break2_g11851.x + break2_g11851.x + break2_g11851.y + break2_g11851.y + break2_g11851.y + break2_g11851.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11847 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11847); + float3 lerpResult40_g11847 = lerp( temp_output_28_0_g11847 , ( lerpResult29_g11847 + ( ( step( temp_output_15_0_g11847 , 1.0 ) * step( 0.0 , temp_output_15_0_g11847 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11847 = (float4(lerpResult40_g11847 , temp_output_1_0_g11847.a)); + float4 staticSwitch32_g11838 = appendResult43_g11847; + #else + float4 staticSwitch32_g11838 = staticSwitch29_g11838; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11843 = temp_output_41_0_g11838; + float linValue16_g11844 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11843 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 ); + float3 hsvTorgb3_g11846 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11843 , _RainbowCenter ) + ( localMyCustomExpression16_g11844 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11838 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11843 = RGBToHSV( hsvTorgb3_g11846 ); + float3 hsvTorgb37_g11843 = HSVToRGB( float3(hsvTorgb36_g11843.x,_RainbowSaturation,( hsvTorgb36_g11843.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11843 = staticSwitch32_g11838; + float4 break2_g11845 = temp_output_1_0_g11843; + float saferPower24_g11843 = abs( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ); + float4 appendResult29_g11843 = (float4(( ( hsvTorgb37_g11843 * pow( saferPower24_g11843 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11843).rgb ) , temp_output_1_0_g11843.a)); + float4 staticSwitch34_g11838 = appendResult29_g11843; + #else + float4 staticSwitch34_g11838 = staticSwitch32_g11838; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11839 = staticSwitch34_g11838; + float3 temp_output_57_0_g11839 = (temp_output_1_0_g11839).rgb; + float4 break2_g11841 = temp_output_1_0_g11839; + float3 temp_cast_69 = (( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 )).xxx; + float3 lerpResult92_g11839 = lerp( temp_cast_69 , temp_output_57_0_g11839 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11839 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11838 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11839 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11839 = clamp( ( ( ( sin( ( rotatedValue69_g11839.x - ( temp_output_40_0_g11838 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11839 ) ) / temp_output_103_0_g11839 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11840 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11839 = ( _ShineFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) ); + #else + float staticSwitch98_g11839 = _ShineFade; + #endif + float4 appendResult8_g11839 = (float4(( temp_output_57_0_g11839 + ( ( pow( max( lerpResult92_g11839 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11839 * staticSwitch98_g11839 ) ) , (temp_output_1_0_g11839).a)); + float4 staticSwitch36_g11838 = appendResult8_g11839; + #else + float4 staticSwitch36_g11838 = staticSwitch34_g11838; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11874 = temp_output_40_0_g11838; + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11874 * _PoisonNoiseSpeed ) + temp_output_41_0_g11838 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float3 temp_output_24_0_g11874 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11874 = staticSwitch36_g11838; + float3 temp_output_28_0_g11874 = (temp_output_1_0_g11874).rgb; + float4 break2_g11875 = float4( temp_output_28_0_g11874 , 0.0 ); + float3 lerpResult32_g11874 = lerp( temp_output_28_0_g11874 , ( temp_output_24_0_g11874 * ( ( break2_g11875.x + break2_g11875.x + break2_g11875.y + break2_g11875.y + break2_g11875.y + break2_g11875.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11874 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11876 + ( temp_output_41_0_g11874 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11874 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11874 ) , temp_output_1_0_g11874.a)); + float4 staticSwitch39_g11838 = appendResult27_g11874; + #else + float4 staticSwitch39_g11838 = staticSwitch36_g11838; + #endif + float4 temp_output_10_0_g11878 = staticSwitch39_g11838; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11878 = (temp_output_10_0_g11878).rgb; + float2 temp_output_2_0_g11878 = temp_output_41_0_g11838; + float temp_output_1_0_g11878 = temp_output_40_0_g11838; + float2 temp_output_6_0_g11878 = ( temp_output_1_0_g11878 * _EnchantedSpeed ); + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11878 - ( ( temp_output_6_0_g11878 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float linValue16_g11879 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11878 + temp_output_2_0_g11878 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); + float temp_output_36_0_g11878 = ( localMyCustomExpression16_g11881 + localMyCustomExpression16_g11879 ); + float temp_output_43_0_g11878 = ( temp_output_36_0_g11878 * 0.5 ); + float3 lerpResult42_g11878 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11878); + float3 hsvTorgb53_g11878 = HSVToRGB( float3(( ( temp_output_43_0_g11878 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11878 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11878 = hsvTorgb53_g11878; + #else + float3 staticSwitch50_g11878 = lerpResult42_g11878; + #endif + float4 break2_g11880 = temp_output_10_0_g11878; + float3 temp_output_40_0_g11878 = ( staticSwitch50_g11878 * pow( max( ( ( break2_g11880.x + break2_g11880.x + break2_g11880.y + break2_g11880.y + break2_g11880.y + break2_g11880.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11878 = ( max( ( temp_output_36_0_g11878 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11878 = lerp( temp_output_12_0_g11878 , temp_output_40_0_g11878 , temp_output_45_0_g11878); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11878 = lerpResult44_g11878; + #else + float3 staticSwitch47_g11878 = ( temp_output_12_0_g11878 + ( temp_output_40_0_g11878 * temp_output_45_0_g11878 ) ); + #endif + float4 appendResult19_g11878 = (float4(staticSwitch47_g11878 , temp_output_10_0_g11878.a)); + float4 staticSwitch11_g11878 = appendResult19_g11878; + #else + float4 staticSwitch11_g11878 = temp_output_10_0_g11878; + #endif + float4 temp_output_1_0_g11883 = staticSwitch11_g11878; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11883 = temp_output_1_0_g11883; + float3 appendResult32_g11883 = (float3(break5_g11883.r , break5_g11883.g , break5_g11883.b)); + float4 break2_g11884 = temp_output_1_0_g11883; + float temp_output_4_0_g11883 = ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ); + float temp_output_11_0_g11883 = ( ( ( temp_output_4_0_g11883 + ( temp_output_40_0_g11838 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11883 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11883 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11883 = HSVToRGB( float3(temp_output_11_0_g11883,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11883 = hsvTorgb12_g11883; + #else + float3 staticSwitch26_g11883 = ( lerpResult20_g11883 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11883 = lerp( appendResult32_g11883 , ( staticSwitch26_g11883 * pow( max( temp_output_4_0_g11883 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11883 = (float4(lerpResult31_g11883 , break5_g11883.a)); + float4 staticSwitch33_g11883 = appendResult6_g11883; + #else + float4 staticSwitch33_g11883 = temp_output_1_0_g11883; + #endif + float4 temp_output_5_0_g11890 = staticSwitch33_g11883; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11890 = temp_output_5_0_g11890; + float3 appendResult11_g11890 = (float3(break6_g11890.r , break6_g11890.g , break6_g11890.b)); + float temp_output_27_0_g11890 = temp_output_40_0_g11838; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11890 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11890 ) ); + #else + float2 staticSwitch73_g11890 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11890 = ( ( _TextureLayer1Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11890 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11891 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11890 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11891 = _TextureLayer1Columns; + int Height10_g11891 = _TextureLayer1Rows; + float Tile10_g11891 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11890 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11891 = float2( 0,1 ); + float2 localMyCustomExpression10_g11891 = MyCustomExpression10_g11891( UV10_g11891 , Width10_g11891 , Height10_g11891 , Tile10_g11891 , Invert10_g11891 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11890 = localMyCustomExpression10_g11891; + #else + float2 staticSwitch20_g11890 = temp_output_72_0_g11890; + #endif + float4 tex2DNode3_g11890 = tex2D( _TextureLayer1Texture, staticSwitch20_g11890 ); + float3 appendResult13_g11890 = (float3(tex2DNode3_g11890.r , tex2DNode3_g11890.g , tex2DNode3_g11890.b)); + float3 appendResult18_g11890 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11890 = ( appendResult13_g11890 * appendResult18_g11890 ); + float4 break2_g11892 = temp_output_5_0_g11890; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11890 ); + #else + float3 staticSwitch80_g11890 = temp_output_16_0_g11890; + #endif + float3 lerpResult12_g11890 = lerp( appendResult11_g11890 , staticSwitch80_g11890 , ( tex2DNode3_g11890.a * _TextureLayer1Fade )); + float4 appendResult14_g11890 = (float4(lerpResult12_g11890 , break6_g11890.a)); + float4 staticSwitch15_g11890 = appendResult14_g11890; + #else + float4 staticSwitch15_g11890 = temp_output_5_0_g11890; + #endif + float4 temp_output_5_0_g11886 = staticSwitch15_g11890; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11886 = temp_output_5_0_g11886; + float3 appendResult11_g11886 = (float3(break6_g11886.r , break6_g11886.g , break6_g11886.b)); + float temp_output_27_0_g11886 = temp_output_40_0_g11838; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11886 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11886 ) ); + #else + float2 staticSwitch73_g11886 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11886 = ( ( _TextureLayer2Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11886 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11887 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11886 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11887 = _TextureLayer2Columns; + int Height10_g11887 = _TextureLayer2Rows; + float Tile10_g11887 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11886 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11887 = float2( 0,1 ); + float2 localMyCustomExpression10_g11887 = MyCustomExpression10_g11887( UV10_g11887 , Width10_g11887 , Height10_g11887 , Tile10_g11887 , Invert10_g11887 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11886 = localMyCustomExpression10_g11887; + #else + float2 staticSwitch20_g11886 = temp_output_72_0_g11886; + #endif + float4 tex2DNode3_g11886 = tex2D( _TextureLayer2Texture, staticSwitch20_g11886 ); + float3 appendResult13_g11886 = (float3(tex2DNode3_g11886.r , tex2DNode3_g11886.g , tex2DNode3_g11886.b)); + float3 appendResult18_g11886 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11886 = ( appendResult13_g11886 * appendResult18_g11886 ); + float4 break2_g11888 = temp_output_5_0_g11886; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11886 ); + #else + float3 staticSwitch84_g11886 = temp_output_16_0_g11886; + #endif + float3 lerpResult12_g11886 = lerp( appendResult11_g11886 , staticSwitch84_g11886 , ( tex2DNode3_g11886.a * _TextureLayer2Fade )); + float4 appendResult14_g11886 = (float4(lerpResult12_g11886 , break6_g11886.a)); + float4 staticSwitch15_g11886 = appendResult14_g11886; + #else + float4 staticSwitch15_g11886 = temp_output_5_0_g11886; + #endif + float4 temp_output_473_0 = staticSwitch15_g11886; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11894 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11894 = (float4(break4_g11894.r , break4_g11894.g , break4_g11894.b , ( break4_g11894.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11894; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11895 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )); + float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11895; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11896 = staticSwitch75; + float4 temp_output_1_0_g11897 = temp_output_1_0_g11896; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11897 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11896 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 ); + float clampResult17_g11897 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11897 ) ) - localMyCustomExpression16_g11898 ) / temp_output_53_0_g11897 ) , 0.0 , 1.0 ); + float4 appendResult3_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * clampResult17_g11897 ))); + float4 staticSwitch3_g11896 = appendResult3_g11897; + #else + float4 staticSwitch3_g11896 = temp_output_1_0_g11896; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11906 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11906 = MyCustomExpression16_g11906( linValue16_g11906 ); + float temp_output_5_0_g11905 = localMyCustomExpression16_g11906; + float temp_output_61_0_g11905 = step( temp_output_5_0_g11905 , _FullGlowDissolveFade ); + float temp_output_53_0_g11905 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11905 = staticSwitch3_g11896; + float4 appendResult3_g11905 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11905 - step( temp_output_5_0_g11905 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11905 ) ) - temp_output_53_0_g11905 ) ) ) ) + (temp_output_1_0_g11905).rgb ) , ( temp_output_1_0_g11905.a * temp_output_61_0_g11905 ))); + float4 staticSwitch5_g11896 = appendResult3_g11905; + #else + float4 staticSwitch5_g11896 = staticSwitch3_g11896; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11907 = staticSwitch5_g11896; + float2 temp_output_76_0_g11907 = temp_output_18_0_g11896; + float linValue16_g11908 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11907 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11908 = MyCustomExpression16_g11908( linValue16_g11908 ); + float clampResult17_g11907 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11907 ) + ( localMyCustomExpression16_g11908 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11907 = (float4((temp_output_1_0_g11907).rgb , ( temp_output_1_0_g11907.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11907 ) ):( clampResult17_g11907 )) ))); + float4 staticSwitch8_g11896 = appendResult3_g11907; + #else + float4 staticSwitch8_g11896 = staticSwitch5_g11896; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11903 = temp_output_18_0_g11896; + float linValue16_g11904 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11903 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11904 = MyCustomExpression16_g11904( linValue16_g11904 ); + float temp_output_65_0_g11903 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11903 ) + ( localMyCustomExpression16_g11904 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11903 = step( temp_output_65_0_g11903 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11903 = step( temp_output_65_0_g11903 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11903 = staticSwitch8_g11896; + float4 appendResult3_g11903 = (float4(( ( max( ( temp_output_75_0_g11903 - temp_output_76_0_g11903 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11903).rgb ) , ( temp_output_1_0_g11903.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11903 ) ):( temp_output_75_0_g11903 )) ))); + float4 staticSwitch9_g11896 = appendResult3_g11903; + #else + float4 staticSwitch9_g11896 = staticSwitch8_g11896; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11899 = staticSwitch9_g11896; + float2 temp_output_161_0_g11899 = temp_output_18_0_g11896; + float3 rotatedValue136_g11899 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11899 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11899 = rotatedValue136_g11899; + float linValue16_g11900 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11899 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11900 = MyCustomExpression16_g11900( linValue16_g11900 ); + float clampResult154_g11899 = clamp( ( ( break130_g11899.x + break130_g11899.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11900 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11899 = (float4((temp_output_1_0_g11899).rgb , ( temp_output_1_0_g11899.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11899 ) ):( clampResult154_g11899 )) ))); + float4 staticSwitch11_g11896 = appendResult3_g11899; + #else + float4 staticSwitch11_g11896 = staticSwitch9_g11896; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11901 = temp_output_18_0_g11896; + float3 rotatedValue136_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11901 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11901 = rotatedValue136_g11901; + float linValue16_g11902 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11901 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 ); + float temp_output_168_0_g11901 = max( ( ( break130_g11901.x + break130_g11901.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11902 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11901 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ); + float4 temp_output_1_0_g11901 = staticSwitch11_g11896; + float clampResult154_g11901 = clamp( temp_output_161_0_g11901 , 0.0 , 1.0 ); + float4 appendResult3_g11901 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11901 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ) ) ) + (temp_output_1_0_g11901).rgb ) , ( temp_output_1_0_g11901.a * clampResult154_g11901 ))); + float4 staticSwitch15_g11896 = appendResult3_g11901; + #else + float4 staticSwitch15_g11896 = staticSwitch11_g11896; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11909 = staticSwitch15_g11896; + float2 temp_output_126_0_g11909 = temp_output_18_0_g11896; + float temp_output_121_0_g11909 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11909 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11910 = (float2(temp_output_121_0_g11909 , temp_output_121_0_g11909)); + float temp_output_17_0_g11910 = length( ( (( ( abs( temp_output_126_0_g11909 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11910 ) ); + float clampResult17_g11909 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11910 ) / fwidth( temp_output_17_0_g11910 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11909 = (float4((temp_output_1_0_g11909).rgb , ( temp_output_1_0_g11909.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11909 ) ):( clampResult17_g11909 )) ))); + float4 staticSwitch13_g11896 = appendResult3_g11909; + #else + float4 staticSwitch13_g11896 = staticSwitch15_g11896; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11912 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11912 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11912 = ( temp_output_3_0_g11912 * ( (tex2DNode19_g11912).rgb * tex2DNode19_g11912.a ) ); + #else + float3 staticSwitch16_g11912 = temp_output_3_0_g11912; + #endif + float4 temp_output_1_0_g11912 = staticSwitch13_g11896; + float4 break2_g11914 = temp_output_1_0_g11912; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11912 = ( staticSwitch16_g11912 * pow( max( ( ( break2_g11914.x + break2_g11914.x + break2_g11914.y + break2_g11914.y + break2_g11914.y + break2_g11914.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11912 = staticSwitch16_g11912; + #endif + float4 appendResult6_g11912 = (float4(( ( staticSwitch17_g11912 * _AddColorFade ) + (temp_output_1_0_g11912).rgb ) , temp_output_1_0_g11912.a)); + float4 staticSwitch5_g11911 = appendResult6_g11912; + #else + float4 staticSwitch5_g11911 = staticSwitch13_g11896; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11915 = staticSwitch5_g11911; + float3 lerpResult4_g11915 = lerp( (temp_output_1_0_g11915).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11915.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11915.a ) * _AlphaTintFade )); + float4 appendResult13_g11915 = (float4(lerpResult4_g11915 , temp_output_1_0_g11915.a)); + float4 staticSwitch11_g11911 = appendResult13_g11915; + #else + float4 staticSwitch11_g11911 = staticSwitch5_g11911; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11916 = staticSwitch11_g11911; + float3 temp_output_6_0_g11916 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11916 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11916 = ( temp_output_6_0_g11916 * ( (tex2DNode23_g11916).rgb * tex2DNode23_g11916.a ) ); + #else + float3 staticSwitch21_g11916 = temp_output_6_0_g11916; + #endif + float4 break2_g11918 = temp_output_1_0_g11916; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11916 = ( pow( max( ( ( break2_g11918.x + break2_g11918.x + break2_g11918.y + break2_g11918.y + break2_g11918.y + break2_g11918.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11916 ); + #else + float3 staticSwitch22_g11916 = staticSwitch21_g11916; + #endif + float3 lerpResult7_g11916 = lerp( (temp_output_1_0_g11916).rgb , staticSwitch22_g11916 , _StrongTintFade); + float4 appendResult9_g11916 = (float4(lerpResult7_g11916 , (temp_output_1_0_g11916).a)); + float4 staticSwitch7_g11911 = appendResult9_g11916; + #else + float4 staticSwitch7_g11911 = staticSwitch11_g11911; + #endif + float4 temp_output_2_0_g11919 = staticSwitch7_g11911; + #ifdef _ENABLESHADOW_ON + float4 break4_g11921 = temp_output_2_0_g11919; + float3 appendResult5_g11921 = (float3(break4_g11921.r , break4_g11921.g , break4_g11921.b)); + float2 appendResult10_g11920 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11920 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11920 = appendResult2_g11920; + #else + float2 staticSwitch9_g11920 = ( float2( 100,100 ) / appendResult10_g11920 ); + #endif + float4 appendResult85_g11919 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11920 * _ShadowOffset ) ) ).a ))); + float4 break6_g11921 = appendResult85_g11919; + float3 appendResult7_g11921 = (float3(break6_g11921.r , break6_g11921.g , break6_g11921.b)); + float temp_output_11_0_g11921 = ( ( 1.0 - break4_g11921.a ) * break6_g11921.a ); + float temp_output_32_0_g11921 = ( break4_g11921.a + temp_output_11_0_g11921 ); + float4 appendResult18_g11921 = (float4(( ( ( appendResult5_g11921 * break4_g11921.a ) + ( appendResult7_g11921 * temp_output_11_0_g11921 ) ) * ( 1.0 / max( temp_output_32_0_g11921 , 0.01 ) ) ) , temp_output_32_0_g11921)); + float4 staticSwitch82_g11919 = appendResult18_g11921; + #else + float4 staticSwitch82_g11919 = temp_output_2_0_g11919; + #endif + float4 break4_g11922 = staticSwitch82_g11919; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11766 = 1.0; + #else + float staticSwitch8_g11766 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11766 = 1.0; + #else + float staticSwitch9_g11766 = staticSwitch8_g11766; + #endif + float customVertexAlpha193 = staticSwitch9_g11766; + float4 appendResult5_g11922 = (float4(break4_g11922.r , break4_g11922.g , break4_g11922.b , ( break4_g11922.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11922; + float4 temp_output_1_0_g11924 = temp_output_344_0; + float4 appendResult8_g11924 = (float4(( (temp_output_1_0_g11924).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11924.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11924; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11931 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11931 = (float4(( (temp_output_7_0_g11931).rgb / max( temp_output_7_0_g11931.a , 1E-05 ) ) , temp_output_7_0_g11931.a)); + float4 staticSwitch6_g11931 = appendResult2_g11931; + #else + float4 staticSwitch6_g11931 = temp_output_7_0_g11931; + #endif + + float4 Color = staticSwitch6_g11931; + half4 outColor = unity_SelectionID; + return outColor; + } - float MyCustomExpression16_g11669(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11672(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11671(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11678(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11718(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11755(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11757(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11761(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11789(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11773(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11808(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11843(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11845(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11835(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11837(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11830(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11831(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11823(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11821(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11822(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11817(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11849(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11852(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11871(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11879(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11881(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11877(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11873(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11875(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - VertexOutput vert(VertexInput v) - { - VertexOutput o = (VertexOutput)0; - - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - UNITY_SKINNED_VERTEX_COMPUTE(v); - - v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11662 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11662 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11662 = spriteRectMax377; - float2 break9_g11662 = float2(0, 0); - float2 break8_g11662 = float2(1, 1); - float2 appendResult15_g11662 = (float2( - (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( - break10_g11662.x - break11_g11662.x)), - (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( - break10_g11662.y - break11_g11662.y)))); - float2 staticSwitch366 = appendResult15_g11662; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11897 = fixedUV475; - float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11900 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11663 = _TimeValue; - #else - float staticSwitch44_g11663 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11663 = UnscaledTime; - #else - float staticSwitch34_g11663 = staticSwitch44_g11663; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); - #else - float staticSwitch37_g11663 = staticSwitch34_g11663; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11663 = staticSwitch37_g11663; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11663 = staticSwitch38_g11663; - #endif - float shaderTime237 = staticSwitch42_g11663; - float temp_output_8_0_g11900 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11900); - #else - float2 staticSwitch4_g11900 = temp_output_2_0_g11900; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11901 = temp_output_8_0_g11900; - float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11901 * _VibrateRotation)); - float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900); - #else - float2 staticSwitch6_g11900 = staticSwitch4_g11900; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11900 = staticSwitch6_g11900; - #endif - float2 temp_output_424_0 = staticSwitch10_g11900; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); - float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11664 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), -length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11664 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11664 = temp_output_61_0_g11664; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11664 = (v.positionOS).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11664 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11664; - float linValue16_g11716 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); - float clampResult14_g11715 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / - temp_output_4_0_g11715), 0.0, 1.0); - float2 temp_output_27_0_g11713 = shaderPosition235; - float linValue16_g11714 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11713 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11713 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( - localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11715; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11713; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord1 = screenPos; - o.ase_texcoord2.xyz = ase_positionWS; - - o.ase_texcoord.xy = v.ase_texcoord.xy; - o.ase_texcoord3 = float4(v.positionOS, 1); - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord.zw = 0; - o.ase_texcoord2.w = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.positionOS; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3(staticSwitch142, 0.0); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.positionOS = vertexValue; - #else - v.positionOS += vertexValue; - #endif - - VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); - float3 positionWS = TransformObjectToWorld(v.positionOS); - o.positionCS = TransformWorldToHClip(positionWS); - - return o; - } - - half4 frag(VertexOutput IN) : SV_TARGET - { - float2 texCoord363 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = IN.ase_texcoord1; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = IN.ase_texcoord2.xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11662 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11662 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11662 = spriteRectMax377; - float2 break9_g11662 = float2(0, 0); - float2 break8_g11662 = float2(1, 1); - float2 appendResult15_g11662 = (float2( - (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( - break10_g11662.x - break11_g11662.x)), - (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( - break10_g11662.y - break11_g11662.y)))); - float2 staticSwitch366 = appendResult15_g11662; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11665 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11666 = _WindMinIntensity; - #else - float staticSwitch117_g11666 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11666 = _WindMaxIntensity; - #else - float staticSwitch118_g11666 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11666 = _WindXPosition; - #else - float staticSwitch111_g11666 = transform62_g11666.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11666 = _WindNoiseScale; - #else - float staticSwitch113_g11666 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11663 = _TimeValue; - #else - float staticSwitch44_g11663 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11663 = UnscaledTime; - #else - float staticSwitch34_g11663 = staticSwitch44_g11663; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); - #else - float staticSwitch37_g11663 = staticSwitch34_g11663; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11663 = staticSwitch37_g11663; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11663 = staticSwitch38_g11663; - #endif - float shaderTime237 = staticSwitch42_g11663; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11666 = WindTime; - #endif - float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) + - staticSwitch125_g11666); - float x101_g11666 = temp_output_50_0_g11666; - float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666); - float2 temp_cast_0 = (temp_output_50_0_g11666).xx; - float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11666 = simplePerlin2D121_g11666; - #else - float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5); - #endif - float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666, - staticSwitch123_g11666); - float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; - float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip); - float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11666 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11666))); - float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666, - float3((appendResult27_g11666 + temp_output_1_0_g11666), - 0.0), float3(0, 0, 1), - (clampResult29_g11666 * temp_output_39_0_g11666)); - float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; - #else - float2 staticSwitch4_g11665 = temp_output_3_0_g11665; - #endif - float2 texCoord435 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11664 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11664 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11664 = temp_output_61_0_g11664; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11664 = (IN.ase_texcoord3.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11664 = ((IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11664 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11664; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11667 = shaderPosition235; - float linValue16_g11668 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11667 * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668); - float linValue16_g11669 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669); - float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5), - (localMyCustomExpression16_g11669 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11665; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11670 = shaderPosition235; - float linValue16_g11672 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672); - float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11672 - 0.5) * 2.0 * - _DirectionalDistortionRandomDirection) * PI)); - float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0), - float3(0, 0, 1), - (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); - float3 break130_g11670 = rotatedValue136_g11670; - float linValue16_g11671 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671); - float clampResult154_g11670 = clamp( - ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11675 = unity_OrthoParams.y; - float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 * - 0.2)) + ase_positionWS.y) / temp_output_81_0_g11675); - float2 temp_cast_4 = (temp_output_8_0_g11675).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11675).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678); - float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11675 = (float2( - (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11673 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11673; - float linValue16_g11718 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * - _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11719 = staticSwitch62; - float2 temp_output_26_0_g11719 = shaderPosition235; - float temp_output_25_0_g11719 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) * - _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729); - float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #else - float staticSwitch29_g11726 = _UVDistortFade; - #endif - float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 / - appendResult2_g11728) * staticSwitch29_g11726)); - #else - float2 staticSwitch5_g11719 = temp_output_1_0_g11719; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11725 = staticSwitch5_g11719; - float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11719 = staticSwitch5_g11719; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * (( - _SineRotateAngle / 360.0) * - PI) * _SineRotateFade)); - float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; - #else - float2 staticSwitch9_g11719 = staticSwitch7_g11719; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11719 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; - #else - float2 staticSwitch16_g11719 = staticSwitch9_g11719; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719); - #else - float2 staticSwitch14_g11719 = staticSwitch16_g11719; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11721 = clamp( - (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) / - MultFactor30_g11721), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11719 = clampResult46_g11721; - #else - float2 staticSwitch4_g11719 = staticSwitch14_g11719; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11719 = staticSwitch4_g11719; - #endif - float2 temp_output_1_0_g11730 = staticSwitch24_g11719; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11730 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y); - #else - float staticSwitch18_g11730 = temp_output_7_0_g11730; - #endif - float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0)); - float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730); - #else - float2 staticSwitch13_g11730 = temp_output_1_0_g11730; - #endif - float2 temp_output_484_0 = staticSwitch13_g11730; - float2 texCoord131 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); - float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); - float clampResult14_g11715 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / - temp_output_4_0_g11715), 0.0, 1.0); - float2 temp_output_27_0_g11713 = shaderPosition235; - float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11713 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( - localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11715; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11713; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11731 = staticSwitch485; - float2 break11_g11731 = float2(0, 0); - float2 break10_g11731 = float2(1, 1); - float2 break9_g11731 = spriteRectMin376; - float2 break8_g11731 = spriteRectMax377; - float2 appendResult15_g11731 = (float2( - (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / ( - break10_g11731.x - break11_g11731.x)), - (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / ( - break10_g11731.y - break11_g11731.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11733 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11734 = _MainTex; - float4 textureTexelSize3_g11734 = _MainTex_TexelSize; - float2 uvs3_g11734 = temp_output_1_0_g11733; - float4 localtexturePointSmooth3_g11734 = texturePointSmooth( - tex3_g11734, textureTexelSize3_g11734, uvs3_g11734); - float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; - #else - float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11745 = temp_output_10_0_g11735; - float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0)); - float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747); - float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; - float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1))); - float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; - float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745)); - float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746); - float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; - float temp_output_2_0_g11736 = temp_output_10_0_g11735; - float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0)); - float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738); - float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1))); - float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; - float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736)); - float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737); - float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; - float temp_output_2_0_g11742 = temp_output_10_0_g11735; - float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0)); - float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744); - float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1))); - float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; - float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742)); - float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743); - float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; - float temp_output_2_0_g11739 = temp_output_10_0_g11735; - float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0)); - float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741); - float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1))); - float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; - float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739)); - float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740); - float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; - float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) + - tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + ( - tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) + - tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) + - tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + ( - tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) + - tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) + - tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + ( - tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) + - tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) + - tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D( - _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D( - _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625); - #else - float4 staticSwitch3_g11733 = staticSwitch8_g11733; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; - float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748); - float temp_output_2_0_g11749 = _SharpenOffset; - float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; - float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; - float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749)); - float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750); - float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; - float4 break22_g11748 = (tex2DNode4_g11748 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + - tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + ( - tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D( - _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0); - float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b, - clampResult23_g11748)); - float4 staticSwitch12_g11733 = appendResult24_g11748; - #else - float4 staticSwitch12_g11733 = staticSwitch3_g11733; - #endif - float4 temp_output_471_0 = staticSwitch12_g11733; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11752 = temp_output_471_0; - float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11752.a)); - float4 staticSwitch354 = appendResult8_g11752; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11753 = originalColor191; - float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float2 temp_output_7_0_g11753 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11755 = tex2D(_UberNoiseTexture, - (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11754) * - temp_cast_15)).r; - float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755); - float clampResult28_g11754 = clamp( - (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) - - distance(temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11754) * _SmokeDarkEdge)); - float4 appendResult31_g11754 = (float4(lerpResult34_g11754, - (clampResult28_g11754 * _SmokeAlpha * - temp_output_1_0_g11754.a))); - float4 staticSwitch2_g11753 = appendResult31_g11754; - #else - float4 staticSwitch2_g11753 = temp_output_1_0_g11753; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11756 = staticSwitch2_g11753; - float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; - float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756); - float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757); - float clampResult37_g11756 = clamp( - (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb, - (temp_output_1_0_g11756.a * pow(clampResult37_g11756, - (_CustomFadeSmoothness / max(tex2DNode3_g11756.r, 0.05))) * _CustomFadeAlpha))); - float4 staticSwitch3_g11753 = appendResult13_g11756; - #else - float4 staticSwitch3_g11753 = staticSwitch2_g11753; - #endif - float4 temp_output_1_0_g11758 = staticSwitch3_g11753; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; - float2 appendResult4_g11759 = (float2(ase_positionWS.x, ase_positionWS.y)); - float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5); - float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759), - float2(0.5, 0.5)); - float4 appendResult42_g11759 = (float4( - ((temp_output_1_0_g11759).rgb * min( - (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)), - temp_output_1_0_g11759.a)); - float4 staticSwitch2_g11758 = appendResult42_g11759; - #else - float4 staticSwitch2_g11758 = temp_output_1_0_g11758; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11760 = finalUV146; - float linValue16_g11761 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761); - float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0)); - float temp_output_47_0_g11760 = max(_FlameRadius, 0.01); - float clampResult70_g11760 = clamp( - (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance( - temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness); - float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760, - temp_output_63_0_g11760, clampResult70_g11760)); - float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758); - #else - float4 staticSwitch6_g11758 = staticSwitch2_g11758; - #endif - float4 temp_output_3_0_g11762 = staticSwitch6_g11758; - float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; - float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0)); - float2 temp_output_1_0_g11762 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762); - #else - float4 staticSwitch81_g11794 = appendResult91_g11794; - #endif - float3 break82_g11794 = (staticSwitch81_g11794).xyz; - float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001); - float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + ( - _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z / - temp_output_84_0_g11794) * _RecolorRGBBlueTint)); - float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b)); - float4 break2_g11795 = temp_output_1_0_g11794; - float saferPower57_g11794 = abs( - ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + - break2_g11795.z) / 6.0)); - float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb, - (appendResult56_g11794 * pow( - saferPower57_g11794, - (max(break71_g11794.a, 0.01) * 2.0))), - (staticSwitch81_g11794.w * _RecolorRGBFade)); - float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a)); - float4 staticSwitch43_g11762 = appendResult30_g11794; - #else - float4 staticSwitch43_g11762 = temp_output_3_0_g11762; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11792 = staticSwitch43_g11762; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762); - #else - float4 staticSwitch62_g11792 = temp_output_1_0_g11792; - #endif - float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb); - float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11792 = 0; - if (temp_output_43_0_g11792 >= 0.8333333) - ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.6666667) - ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11792 = ifLocalVar46_g11792; - float4 ifLocalVar47_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.3333333) - ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11792 = 0; - if (temp_output_43_0_g11792 <= 0.1666667) - ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11792 = ifLocalVar47_g11792; - float4 ifLocalVar35_g11792 = 0; - if (temp_output_43_0_g11792 >= 0.5) - ifLocalVar35_g11792 = ifLocalVar44_g11792; - else - ifLocalVar35_g11792 = ifLocalVar45_g11792; - float4 break55_g11792 = ifLocalVar35_g11792; - float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b)); - float4 break2_g11793 = temp_output_1_0_g11792; - float saferPower57_g11792 = abs( - ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0)); - float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb, - (appendResult56_g11792 * pow( - saferPower57_g11792, - max((break55_g11792.a * 2.0), 0.01))), - (hsvTorgb33_g11792.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a)); - float4 staticSwitch9_g11762 = appendResult30_g11792; - #else - float4 staticSwitch9_g11762 = staticSwitch43_g11762; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11766 = staticSwitch9_g11762; - float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; - float3 In115_g11766 = temp_output_2_0_g11766; - float3 From115_g11766 = (_ColorReplaceFromColor).rgb; - float4 break2_g11767 = temp_output_1_0_g11766; - float3 To115_g11766 = (pow( - max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + - break2_g11767.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11766 = _ColorReplaceSmoothness; - float Range115_g11766 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( - In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766); - float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766, - _ColorReplaceFade); - float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a)); - float4 staticSwitch29_g11762 = appendResult4_g11766; - #else - float4 staticSwitch29_g11762 = staticSwitch9_g11762; - #endif - float4 temp_output_1_0_g11779 = staticSwitch29_g11762; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; - float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade); - float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a)); - float4 staticSwitch4_g11779 = appendResult8_g11779; - #else - float4 staticSwitch4_g11779 = temp_output_1_0_g11779; - #endif - float4 temp_output_57_0_g11762 = staticSwitch4_g11779; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11802 = (float4( - pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11802.a)); - float4 staticSwitch32_g11762 = appendResult4_g11802; - #else - float4 staticSwitch32_g11762 = temp_output_57_0_g11762; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11777 = staticSwitch32_g11762; - float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness), - temp_output_2_0_g11777.a)); - float4 staticSwitch33_g11762 = appendResult6_g11777; - #else - float4 staticSwitch33_g11762 = staticSwitch32_g11762; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11778 = staticSwitch33_g11762; - float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb); - float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y, - hsvTorgb1_g11778.z)); - float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a)); - float4 staticSwitch36_g11762 = appendResult8_g11778; - #else - float4 staticSwitch36_g11762 = staticSwitch33_g11762; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11796 = staticSwitch36_g11762; - float4 break2_g11797 = temp_output_1_0_g11796; - float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + - break2_g11797.y + break2_g11797.z) / 6.0); - float clampResult25_g11796 = clamp( - ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11796); - float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb, - (lerpResult6_g11796 * pow(max(temp_output_3_0_g11796, 0.0001), - max(_SplitToningContrast, 0.0001))), - _SplitToningFade); - float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a)); - float4 staticSwitch30_g11762 = appendResult18_g11796; - #else - float4 staticSwitch30_g11762 = staticSwitch36_g11762; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11774 = staticSwitch30_g11762; - float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; - float4 break12_g11774 = temp_output_1_0_g11774; - float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774, - (temp_output_4_0_g11774 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11774.r, - break12_g11774.g), break12_g11774.b), 1.0)), 0.0001), max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade); - float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a)); - float4 staticSwitch20_g11762 = appendResult11_g11774; - #else - float4 staticSwitch20_g11762 = staticSwitch30_g11762; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11788 = staticSwitch20_g11762; - float4 break2_g11790 = temp_output_1_0_g11788; - float2 temp_output_65_0_g11788 = shaderPosition235; - float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789); - float clampResult53_g11788 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + ( - localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + - break2_g11790.y + break2_g11790.z) / 6.0), 0.0001), - max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11788)); - float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a)); - float4 staticSwitch17_g11762 = appendResult9_g11788; - #else - float4 staticSwitch17_g11762 = staticSwitch20_g11762; - #endif - float temp_output_39_0_g11762 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11780 = staticSwitch17_g11762; - float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb); - float3 hsvTorgb19_g11780 = HSVToRGB(float3( - ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y, - hsvTorgb15_g11780.z)); - float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch19_g11762 = appendResult6_g11780; - #else - float4 staticSwitch19_g11762 = staticSwitch17_g11762; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11784 = staticSwitch19_g11762; - float4 break2_g11786 = temp_output_1_0_g11784; - float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a)); - #else - float staticSwitch33_g11784 = _AddHueFade; - #endif - float4 appendResult6_g11784 = (float4( - ((hsvTorgb19_g11784 * pow( - max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + - break2_g11786.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb), - temp_output_1_0_g11784.a)); - float4 staticSwitch23_g11762 = appendResult6_g11784; - #else - float4 staticSwitch23_g11762 = staticSwitch19_g11762; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11781 = staticSwitch23_g11762; - float4 break2_g11782 = temp_output_1_0_g11781; - float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781. - a); - #else - float3 staticSwitch27_g11781 = temp_output_13_0_g11781; - #endif - float4 appendResult21_g11781 = (float4( - ((temp_output_1_0_g11781).rgb + (pow( - max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + - break2_g11782.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * ((( - sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11781.a)); - float4 staticSwitch28_g11762 = appendResult21_g11781; - #else - float4 staticSwitch28_g11762 = staticSwitch23_g11762; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11769 = staticSwitch28_g11762; - float4 break2_g11770 = temp_output_1_0_g11769; - float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + - break2_g11770.y + break2_g11770.z) / 6.0)).xxx; - float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation); - float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a)); - float4 staticSwitch38_g11762 = appendResult8_g11769; - #else - float4 staticSwitch38_g11762 = staticSwitch28_g11762; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11771 = staticSwitch38_g11762; - float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; - float temp_output_179_0_g11771 = temp_output_39_0_g11762; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb * - temp_output_82_0_g11771); - #else - float3 staticSwitch187_g11771 = temp_output_82_0_g11771; - #endif - float linValue16_g11773 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11771) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11771 = float2(0, 0); - #endif - float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771); - float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772); - float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * - float2(0, -1)) * temp_output_25_0_g11771))).a, - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, 1)) - * temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11771))).a), - tex2D(_MainTex, - (temp_output_131_0_g11771 + ((_InnerOutlineWidth * - float2(-0.705, -0.705)) * - temp_output_25_0_g11771))).a))); - float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771, - temp_output_178_0_g11771); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a); - #else - float staticSwitch188_g11771 = temp_output_15_0_g11771.a; - #endif - float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771)); - float4 staticSwitch12_g11762 = appendResult177_g11771; - #else - float4 staticSwitch12_g11762 = staticSwitch38_g11762; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11799 = staticSwitch12_g11762; - float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; - float temp_output_186_0_g11799 = temp_output_39_0_g11762; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed - * temp_output_186_0_g11799)))).rgb * - temp_output_82_0_g11799); - #else - float3 staticSwitch199_g11799 = temp_output_82_0_g11799; - #endif - float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11799 = 1.0; - #else - float staticSwitch203_g11799 = temp_output_182_0_g11799; - #endif - float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799, - staticSwitch203_g11799); - float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799, - staticSwitch203_g11799); - float linValue16_g11800 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11799) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11799 = float2(0, 0); - #endif - float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799); - float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801); - float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11799 + (( - _OuterOutlineWidth * - float2(0, -1)) * - temp_output_25_0_g11799))).a, - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(0, 1)) * temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + (( - _OuterOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(1, 0)) * temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(0.705, 0.705)) * temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(-0.705, 0.705)) * temp_output_25_0_g11799))).a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * - float2(0.705, -0.705)) * temp_output_25_0_g11799))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11799))).a) * 3.0), 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799); - #else - float staticSwitch200_g11799 = lerpResult168_g11799; - #endif - float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799)); - float4 staticSwitch13_g11762 = appendResult174_g11799; - #else - float4 staticSwitch13_g11762 = staticSwitch12_g11762; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11776 = staticSwitch13_g11762; - float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * - temp_output_39_0_g11762)))).rgb * - temp_output_82_0_g11776); - #else - float3 staticSwitch199_g11776 = temp_output_82_0_g11776; - #endif - float temp_output_213_0_g11776 = (_PixelOutlineFade * step( - temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min( - (temp_output_213_0_g11776 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11776 = 1.0; - #else - float staticSwitch203_g11776 = temp_output_182_0_g11776; - #endif - float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776, - staticSwitch203_g11776); - float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776, - staticSwitch203_g11776); - float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776); - float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, -1)) * - temp_output_209_0_g11776))).a, - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * - float2(0, 1)) * - temp_output_209_0_g11776))).a), - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(-1, 0)) * - temp_output_209_0_g11776))).a), - tex2D(_MainTex, - (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11776))).a) * 3.0), 1.0), - temp_output_213_0_g11776); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776); - #else - float staticSwitch200_g11776 = lerpResult168_g11776; - #endif - float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776)); - float4 staticSwitch48_g11762 = appendResult174_g11776; - #else - float4 staticSwitch48_g11762 = staticSwitch13_g11762; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11763 = staticSwitch48_g11762; - float4 break2_g11764 = temp_output_5_0_g11763; - float4 appendResult12_g11763 = (float4( - ((lerpResult15_g11763 * _PingPongGlowFade * pow( - max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + - break2_g11764.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb), - temp_output_5_0_g11763.a)); - float4 staticSwitch46_g11762 = appendResult12_g11763; - #else - float4 staticSwitch46_g11762 = staticSwitch48_g11762; - #endif - float4 temp_output_361_0 = staticSwitch46_g11762; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11804 = temp_output_361_0; - float4 break2_g11805 = temp_output_1_0_g11804; - float temp_output_44_0_g11804 = unity_OrthoParams.y; - float4 appendResult22_g11804 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805. - y + break2_g11805.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), - (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * 0.2)) + ase_positionWS. - y) / - temp_output_44_0_g11804) * _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11804.a))); - float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11804; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11807 = staticSwitch56; - float4 break2_g11809 = temp_output_1_0_g11807; - float temp_output_34_0_g11807 = shaderTime237; - float linValue16_g11808 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) * _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808); - float3 hsvTorgb3_g11810 = HSVToRGB(float3( - (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb, - (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + - break2_g11809.y + - break2_g11809.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11810), glitchFade152); - float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch57 = appendResult27_g11807; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11811 = staticSwitch57; - float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; - float2 temp_output_41_0_g11811 = shaderPosition235; - float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; - float temp_output_40_0_g11811 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + temp_output_99_0_g11841) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11841); - #else - float2 staticSwitch101_g11841 = temp_output_99_0_g11841; - #endif - float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843); - float clampResult52_g11841 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841), - clampResult52_g11841); - float linValue16_g11845 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11841 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845); - float clampResult65_g11841 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841), - clampResult65_g11841); - float4 break2_g11844 = temp_output_1_0_g11841; - float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb, - ((lerpResult68_g11841).rgb * pow( - max(((break2_g11844.x + break2_g11844.x + - break2_g11844.y + - break2_g11844.y + break2_g11844.y + break2_g11844.z) / 6.0), 0.0001), - max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a)); - float4 staticSwitch26_g11811 = appendResult7_g11841; - #else - float4 staticSwitch26_g11811 = temp_output_3_0_g11811; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11834 = staticSwitch26_g11811; - float temp_output_59_0_g11834 = temp_output_40_0_g11811; - float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; - float linValue16_g11835 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11834) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835); - float linValue16_g11837 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) + (( - temp_output_59_0_g11834 * _MetalNoiseSpeed) + - temp_output_58_0_g11834)) * - _MetalNoiseScale)).r; - float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837); - float4 break2_g11836 = temp_output_1_0_g11834; - float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + - break2_g11836.y + break2_g11836.z) / 6.0); - float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a)); - #else - float staticSwitch60_g11834 = _MetalFade; - #endif - float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11834, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11834, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11834); - float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a)); - float4 staticSwitch28_g11811 = appendResult8_g11834; - #else - float4 staticSwitch28_g11811 = staticSwitch26_g11811; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11826 = staticSwitch28_g11811; - float4 break2_g11827 = temp_output_1_0_g11826; - float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + - break2_g11827.y + break2_g11827.z) / 6.0); - float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float temp_output_73_0_g11826 = temp_output_40_0_g11811; - float linValue16_g11830 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830); - float linValue16_g11831 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11830 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 * - _FrozenHighlightSpeed) + temp_output_72_0_g11826)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831); - float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb, - ((pow(max(temp_output_7_0_g11826, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11826, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11828), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11826, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a)); - float4 staticSwitch29_g11811 = appendResult26_g11826; - #else - float4 staticSwitch29_g11811 = staticSwitch28_g11811; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11820 = staticSwitch29_g11811; - float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; - float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0); - float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; - float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823); - float linValue16_g11821 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11820) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821); - float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0, - 1.0); - float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822); - float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + ( - localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0); - float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820, - (pow( - max(((break2_g11824.x + break2_g11824.x + break2_g11824.y + - break2_g11824.y + break2_g11824.y + break2_g11824.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11820) + (_BurnInsideColor).rgb)), - clampResult18_g11820); - float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820, - (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step( - 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a)); - float4 staticSwitch32_g11811 = appendResult43_g11820; - #else - float4 staticSwitch32_g11811 = staticSwitch29_g11811; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; - float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817); - float3 hsvTorgb3_g11819 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0, - 1.0)); - float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819); - float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation, - (hsvTorgb36_g11816.z * _RainbowBrightness))); - float4 temp_output_1_0_g11816 = staticSwitch32_g11811; - float4 break2_g11818 = temp_output_1_0_g11816; - float saferPower24_g11816 = abs( - ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + - break2_g11818.z) / 6.0)); - float4 appendResult29_g11816 = (float4( - ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a)); - float4 staticSwitch34_g11811 = appendResult29_g11816; - #else - float4 staticSwitch34_g11811 = staticSwitch32_g11811; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11812 = staticSwitch34_g11811; - float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; - float4 break2_g11814 = temp_output_1_0_g11812; - float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + - break2_g11814.y + break2_g11814.z) / 6.0)).xxx; - float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11811), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11812 = clamp( - (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a)); - #else - float staticSwitch98_g11812 = _ShineFade; - #endif - float4 appendResult8_g11812 = (float4( - (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 * - staticSwitch98_g11812)), (temp_output_1_0_g11812).a)); - float4 staticSwitch36_g11811 = appendResult8_g11812; - #else - float4 staticSwitch36_g11811 = staticSwitch34_g11811; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11847 = temp_output_40_0_g11811; - float linValue16_g11849 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) + - temp_output_41_0_g11811) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849); - float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11847 = staticSwitch36_g11811; - float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; - float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0); - float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847, - (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x + - break2_g11848.y + break2_g11848.y + break2_g11848.y + - break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11847 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847), - temp_output_1_0_g11847.a)); - float4 staticSwitch39_g11811 = appendResult27_g11847; - #else - float4 staticSwitch39_g11811 = staticSwitch36_g11811; - #endif - float4 temp_output_10_0_g11851 = staticSwitch39_g11811; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; - float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; - float temp_output_1_0_g11851 = temp_output_40_0_g11811; - float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed); - float linValue16_g11854 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float linValue16_g11852 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852); - float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852); - float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5); - float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11851); - float3 hsvTorgb53_g11851 = HSVToRGB(float3( - ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11851 = hsvTorgb53_g11851; - #else - float3 staticSwitch50_g11851 = lerpResult42_g11851; - #endif - float4 break2_g11853 = temp_output_10_0_g11851; - float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow( - max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + - break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851, - temp_output_45_0_g11851); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11851 = lerpResult44_g11851; - #else - float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 * - temp_output_45_0_g11851)); - #endif - float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a)); - float4 staticSwitch11_g11851 = appendResult19_g11851; - #else - float4 staticSwitch11_g11851 = temp_output_10_0_g11851; - #endif - float4 temp_output_1_0_g11856 = staticSwitch11_g11851; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11856 = temp_output_1_0_g11856; - float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b)); - float4 break2_g11857 = temp_output_1_0_g11856; - float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + - break2_g11857.y + break2_g11857.z) / 6.0); - float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11856 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11856 = hsvTorgb12_g11856; - #else - float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11856 = lerp(appendResult32_g11856, - (staticSwitch26_g11856 * pow( - max(temp_output_4_0_g11856, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a)); - float4 staticSwitch33_g11856 = appendResult6_g11856; - #else - float4 staticSwitch33_g11856 = temp_output_1_0_g11856; - #endif - float4 temp_output_5_0_g11863 = staticSwitch33_g11856; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11863 = temp_output_5_0_g11863; - float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b)); - float temp_output_27_0_g11863 = temp_output_40_0_g11811; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11863)); - #else - float2 staticSwitch73_g11863 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) - - staticSwitch73_g11863); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11864 = _TextureLayer1Columns; - int Height10_g11864 = _TextureLayer1Rows; - float Tile10_g11864 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame)); - float2 Invert10_g11864 = float2(0, 1); - float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( - UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; - #else - float2 staticSwitch20_g11863 = temp_output_72_0_g11863; - #endif - float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863); - float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b)); - float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863); - float4 break2_g11865 = temp_output_5_0_g11863; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11863 = (pow( - max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + - break2_g11865.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863); - #else - float3 staticSwitch80_g11863 = temp_output_16_0_g11863; - #endif - float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863, - (tex2DNode3_g11863.a * _TextureLayer1Fade)); - float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a)); - float4 staticSwitch15_g11863 = appendResult14_g11863; - #else - float4 staticSwitch15_g11863 = temp_output_5_0_g11863; - #endif - float4 temp_output_5_0_g11859 = staticSwitch15_g11863; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11859 = temp_output_5_0_g11859; - float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b)); - float temp_output_27_0_g11859 = temp_output_40_0_g11811; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11859)); - #else - float2 staticSwitch73_g11859 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) - - staticSwitch73_g11859); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11860 = _TextureLayer2Columns; - int Height10_g11860 = _TextureLayer2Rows; - float Tile10_g11860 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame)); - float2 Invert10_g11860 = float2(0, 1); - float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( - UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; - #else - float2 staticSwitch20_g11859 = temp_output_72_0_g11859; - #endif - float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859); - float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b)); - float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859); - float4 break2_g11861 = temp_output_5_0_g11859; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11859 = (pow( - max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + - break2_g11861.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859); - #else - float3 staticSwitch84_g11859 = temp_output_16_0_g11859; - #endif - float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859, - (tex2DNode3_g11859.a * _TextureLayer2Fade)); - float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a)); - float4 staticSwitch15_g11859 = appendResult14_g11859; - #else - float4 staticSwitch15_g11859 = temp_output_5_0_g11859; - #endif - float4 temp_output_473_0 = staticSwitch15_g11859; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11867 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b, - (break4_g11867.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11867; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11868 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11670)) - : (clampResult154_g11670)); - float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b, - (break4_g11868.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11868; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11869 = staticSwitch75; - float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11869 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11871 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871); - float clampResult17_g11870 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) / - temp_output_53_0_g11870), 0.0, 1.0); - float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb, - (temp_output_1_0_g11870.a * clampResult17_g11870))); - float4 staticSwitch3_g11869 = appendResult3_g11870; - #else - float4 staticSwitch3_g11869 = temp_output_1_0_g11869; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11879 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879); - float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; - float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade); - float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11878 = staticSwitch3_g11869; - float4 appendResult3_g11878 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step( - temp_output_5_0_g11878, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + ( - temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878))); - float4 staticSwitch5_g11869 = appendResult3_g11878; - #else - float4 staticSwitch5_g11869 = staticSwitch3_g11869; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11880 = staticSwitch5_g11869; - float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; - float linValue16_g11881 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881); - float clampResult17_g11880 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + ( - localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb, - (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11880)) - : (clampResult17_g11880))))); - float4 staticSwitch8_g11869 = appendResult3_g11880; - #else - float4 staticSwitch8_g11869 = staticSwitch5_g11869; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; - float linValue16_g11877 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877); - float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + ( - localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade); - float temp_output_76_0_g11876 = step(temp_output_65_0_g11876, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11876 = staticSwitch8_g11869; - float4 appendResult3_g11876 = (float4( - ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11876).rgb), - (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11876)) - : (temp_output_75_0_g11876))))); - float4 staticSwitch9_g11869 = appendResult3_g11876; - #else - float4 staticSwitch9_g11869 = staticSwitch8_g11869; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11872 = staticSwitch9_g11869; - float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; - float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11872 = rotatedValue136_g11872; - float linValue16_g11873 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873); - float clampResult154_g11872 = clamp( - ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb, - (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11872)) - : (clampResult154_g11872))))); - float4 staticSwitch11_g11869 = appendResult3_g11872; - #else - float4 staticSwitch11_g11869 = staticSwitch9_g11869; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; - float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11874 = rotatedValue136_g11874; - float linValue16_g11875 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875); - float temp_output_168_0_g11874 = max( - ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11874)) - : (temp_output_168_0_g11874))); - float4 temp_output_1_0_g11874 = staticSwitch11_g11869; - float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0); - float4 appendResult3_g11874 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11874)) - : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb), - (temp_output_1_0_g11874.a * clampResult154_g11874))); - float4 staticSwitch15_g11869 = appendResult3_g11874; - #else - float4 staticSwitch15_g11869 = staticSwitch11_g11869; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11882 = staticSwitch15_g11869; - float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; - float temp_output_121_0_g11882 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882)); - float temp_output_17_0_g11883 = length( - ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11883)); - float clampResult17_g11882 = clamp( - saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0); - float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb, - (temp_output_1_0_g11882.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11882)) - : (clampResult17_g11882))))); - float4 staticSwitch13_g11869 = appendResult3_g11882; - #else - float4 staticSwitch13_g11869 = staticSwitch15_g11869; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885. - a)); - #else - float3 staticSwitch16_g11885 = temp_output_3_0_g11885; - #endif - float4 temp_output_1_0_g11885 = staticSwitch13_g11869; - float4 break2_g11887 = temp_output_1_0_g11885; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow( - max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + - break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11885 = staticSwitch16_g11885; - #endif - float4 appendResult6_g11885 = (float4( - ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb), - temp_output_1_0_g11885.a)); - float4 staticSwitch5_g11884 = appendResult6_g11885; - #else - float4 staticSwitch5_g11884 = staticSwitch13_g11869; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11888 = staticSwitch5_g11884; - float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11888.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade)); - float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a)); - float4 staticSwitch11_g11884 = appendResult13_g11888; - #else - float4 staticSwitch11_g11884 = staticSwitch5_g11884; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11889 = staticSwitch11_g11884; - float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889. - a)); - #else - float3 staticSwitch21_g11889 = temp_output_6_0_g11889; - #endif - float4 break2_g11891 = temp_output_1_0_g11889; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11889 = (pow( - max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + - break2_g11891.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889); - #else - float3 staticSwitch22_g11889 = staticSwitch21_g11889; - #endif - float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade); - float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a)); - float4 staticSwitch7_g11884 = appendResult9_g11889; - #else - float4 staticSwitch7_g11884 = staticSwitch11_g11884; - #endif - float4 temp_output_2_0_g11892 = staticSwitch7_g11884; - #ifdef _ENABLESHADOW_ON - float4 break4_g11894 = temp_output_2_0_g11892; - float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b)); - float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11893) * - _ShadowOffset))).a))); - float4 break6_g11894 = appendResult85_g11892; - float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b)); - float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a); - float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894); - float4 appendResult18_g11894 = (float4( - (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * ( - 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894)); - float4 staticSwitch82_g11892 = appendResult18_g11894; - #else - float4 staticSwitch82_g11892 = temp_output_2_0_g11892; - #endif - float4 break4_g11895 = staticSwitch82_g11892; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11753 = 1.0; - #else - float staticSwitch8_g11753 = IN.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11753 = 1.0; - #else - float staticSwitch9_g11753 = staticSwitch8_g11753; - #endif - float customVertexAlpha193 = staticSwitch9_g11753; - float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b, - (break4_g11895.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11895; - float4 temp_output_1_0_g11898 = temp_output_344_0; - float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11898.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11898; - #endif - float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11905 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11905 = (float4( - ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a)); - float4 staticSwitch6_g11905 = appendResult2_g11905; - #else - float4 staticSwitch6_g11905 = temp_output_7_0_g11905; - #endif - - float4 Color = staticSwitch6_g11905; - half4 outColor = _SelectionID; - return outColor; - } ENDHLSL } - - } - CustomEditor "SpriteShadersUltimate.SSUShaderGUI" - FallBack "Hidden/Shader Graph/FallbackError" - - Fallback "Hidden/InternalErrorShader" + + } + CustomEditor "SpriteShadersUltimate.SSUShaderGUI" + FallBack "Hidden/Shader Graph/FallbackError" + + Fallback "Hidden/InternalErrorShader" } /*ASEBEGIN -Version=19903 +Version=19905 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-3081.191,-3627.324;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;363;-3105.9,-3835.053;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;483;-2758.191,-3709.324;Inherit;False;_ScreenTiling;606;;11656;f5939d1b891718b468aa402ddf2c75e0;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;482;-2458.77,-3622.03;Inherit;False;_WorldTiling;601;;11657;5075a3cd4854af640aa8d277732c8893;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;483;-2758.191,-3709.324;Inherit;False;_ScreenTiling;617;;11656;f5939d1b891718b468aa402ddf2c75e0;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;482;-2458.77,-3622.03;Inherit;False;_WorldTiling;612;;11657;5075a3cd4854af640aa8d277732c8893;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.Vector4Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;373;-2003.491,-3335.527;Inherit;False;Property;_SpriteSheetRect;Sprite Sheet Rect;10;0;Create;True;0;0;0;False;0;False;0,0,1,1;0,0,1,1;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;496;1090.845,979.2128;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;460;-2186.147,-3620.607;Inherit;False;originalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 @@ -19195,7 +16586,7 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0. Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;157;1638.393,1000.485;Inherit;False;spriteTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;450;-1448.75,-3526.053;Inherit;False;uvAfterPixelArt;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;370;-1198.361,-3311.903;Inherit;False;Remap2D;-1;;11662;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;38;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 +Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;39;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.TexelSizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;438;1931.978,1144.547;Inherit;False;-1;Create;1;0;SAMPLER2D;;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;-905.3608,-3353.903;Inherit;False;Property;_SpriteSheetFix;Sprite Sheet Fix;9;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;99;2506.903,1635.005;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 @@ -19205,12 +16596,12 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0. Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;477;-582.6621,-3244.321;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;159;2660.32,1715.519;Inherit;False;uberNoiseTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;434;2534.932,1066.922;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-372.9774,-3275.82;Inherit;False;_UberInteractive;534;;11665;f8a4d7008519ad249b29e4a9381f963f;0;2;9;FLOAT;0;False;3;FLOAT2;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;243;665.8691,-664.6964;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0 @@ -19220,56 +16611,56 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;147;-2226.428,-390.3136;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;358;-1921.027,-115.7738;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;436;2945.127,1149.848;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;177;3015.115,-2149.526;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;131;3266.866,-2134.612;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 @@ -19279,25 +16670,25 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;380;5166.152,-1941.533;Inherit;False;376;spriteRectMin;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;240;-683.451,-246.0232;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;148;-614.0953,-401.0159;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;-404.7228,-125.1053;Inherit;False;_UberGenerated;557;;11758;52defa3f7cca25740a6a77f065edb382;0;4;10;FLOAT;0;False;8;SAMPLER2D;0;False;7;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;-404.7228,-125.1053;Inherit;False;_UberGenerated;568;;11771;52defa3f7cca25740a6a77f065edb382;0;4;10;FLOAT;0;False;8;SAMPLER2D;0;False;7;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;242;-432.6598,-617.0601;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;181;-423.344,-436.9742;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;178;-455.0759,-519.7366;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;183;-37.83691,-91.99512;Inherit;False;182;hologramFade;1;0;OBJECT;;False;1;FLOAT;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;484;3382.41,-2373.518;Inherit;False;_UberTransformUV;473;;11719;894b1de51a5f4c74cbe7828262f1344b;0;5;25;FLOAT;0;False;26;FLOAT2;0,0;False;1;FLOAT2;0,0;False;18;SAMPLER2D;0;False;3;SAMPLER2D;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;361;-136.8644,-329.1863;Inherit;False;_UberColor;66;;11762;db48f560e502b78409f7fbe481a93597;0;6;39;FLOAT;0;False;40;FLOAT2;0,0;False;1;FLOAT2;0,0;False;24;SAMPLER2D;0;False;3;COLOR;0,0,0,0;False;5;SAMPLER2D;0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;183.7499,-168.0946;Inherit;False;_Hologram;202;;11804;76082a965d84d0e4da33b2cff51b3691;0;5;42;FLOAT;0;False;40;FLOAT;0;False;1;COLOR;1,1,1,1;False;43;FLOAT;0;False;44;FLOAT;0;False;1;FLOAT4;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;378;5475.994,-2043.135;Inherit;False;Remap2D;-1;;11787;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0 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PublicKeyToken=null;163;668.7452,-235.3598;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;161;687.0067,-317.0453;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber Fading;20;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber 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PublicKeyToken=null;485;4859.071,-2156.215;Inherit;False;Property;_TilingFix;Tiling Fix;11;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;383;5870.72,-1934.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 @@ -19305,56 +16696,56 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;442;6299.205,-1884.911;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;452;6307.805,-1976.09;Inherit;False;450;uvAfterPixelArt;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;246;1400.383,-493.8317;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable Glitch;215;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 +Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable 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Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;1037.158,-2834.03;Inherit;False;directionalDistortionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;371;6107.095,-2156.984;Inherit;False;Property;_SpriteSheetFix1;Sprite Sheet Fix;9;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;366;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;470;6618.802,-2035.91;Inherit;False;_PixelArtUV_2;-1;;11732;4b65626ba2313ca40a96813b19044794;0;4;21;FLOAT2;0,0;False;17;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;SAMPLER2D;;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, 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PublicKeyToken=null;506;6391.947,101.1744;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;SceneSelectionPass;0;3;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 -Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;507;6391.947,101.1744;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;ScenePickingPass;0;4;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;504;6391.947,101.1744;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Normal;0;1;Sprite 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PublicKeyToken=null;506;6391.947,101.1744;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;SceneSelectionPass;0;3;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;507;6391.947,101.1744;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;ScenePickingPass;0;4;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 WireConnection;483;1;363;0 WireConnection;483;12;411;0 WireConnection;482;1;483;0 @@ -19570,4 +16961,4 @@ WireConnection;503;2;494;0 WireConnection;503;3;494;5 WireConnection;503;4;142;0 ASEEND*/ -//CHKSM=1872374374FD2AF0479C822DCB778F8278F5E080 \ No newline at end of file +//CHKSM=925BBCD5120B3019495C5646919CF226C003BAD9 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader.meta index 48bd970f..7a5688c5 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader.meta @@ -12,15 +12,20 @@ ShaderImporter: - _AddColorMask: {instanceID: 0} - _RecolorRGBTexture: {instanceID: 0} - _RecolorRGBYCPTexture: {instanceID: 0} - - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} - _AddHueMask: {instanceID: 0} - _SineGlowMask: {instanceID: 0} - _MetalMask: {instanceID: 0} - _ShineMask: {instanceID: 0} - - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} - - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} - _UVDistortMask: {instanceID: 0} - _CustomFadeFadeMask: {instanceID: 0} - _texcoord: {instanceID: 0} @@ -31,3 +36,10 @@ ShaderImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader index 4c243a51..5d0c4b2c 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader @@ -1,524 +1,526 @@ -// Made with Amplify Shader Editor v1.9.8.1 +// Made with Amplify Shader Editor v1.9.9.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU" { Properties { - _MainTex("MainTex", 2D) = "white" {} - _NormalMap("Normal Map", 2D) = "bump" {} - _NormalIntensity("Normal Intensity", Float) = 1 - _Smoothness("Smoothness", Range( 0 , 1)) = 0.5 - _Metallic("Metallic", Range( 0 , 1)) = 0 - [Toggle(_METALLICMAPTOGGLE_ON)] _MetallicMapToggle("Metallic Map Toggle", Float) = 0 - _MetallicMap("Metallic Map", 2D) = "white" {} - [Toggle(_EMISSIONTOGGLE_ON)] _EmissionToggle("Emission Toggle", Float) = 0 - [HDR]_EmissionTint("Emission Tint", Color) = (2.996078,0.1568628,0.1568628,0) - _EmissionMap("Emission Map", 2D) = "white" {} - [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 - [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 - [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 - [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 - _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) - [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 - [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 - [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 - _PixelsPerUnit("Pixels Per Unit", Float) = 100 - _ScreenWidthUnits("Screen Width Units", Float) = 10 - _RectWidth("Rect Width", Float) = 100 - _RectHeight("Rect Height", Float) = 100 - [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 - _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 - _FadingPosition("Fading: Position", Vector) = (0,0,0,0) - _FadingWidth("Fading: Width", Float) = 0.3 - _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 - _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) - _FadingMask("Fading: Mask", 2D) = "white" {} - [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 - [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 - _TimeValue("Time: Value", Float) = 0 - [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 - _TimeSpeed("Time: Speed", Float) = 1 - [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 - _TimeFPS("Time: FPS", Float) = 5 - [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 - _TimeFrequency("Time: Frequency", Float) = 2 - _TimeRange("Time: Range", Float) = 0.5 - _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} - [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 - _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 - [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) - [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 - _StrongTintContrast("Strong Tint: Contrast", Float) = 0 - [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 - _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} - [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 - _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 - [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) - [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 - _AddColorContrast("Add Color: Contrast", Float) = 0.5 - [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 - _AddColorMask("Add Color: Mask", 2D) = "white" {} - [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 - _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) - _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 - [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 - _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 - _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) - _ShadowColor("Shadow: Color", Color) = (0,0,0,0) - [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 - _Brightness("Brightness", Float) = 1 - [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 - _Contrast("Contrast", Float) = 1 - [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 - _Saturation("Saturation", Float) = 1 - [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 - _Hue("Hue", Range( -1 , 1)) = 0 - [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 - _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 - _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} - [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 - _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 - _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} - [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 - _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) - _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 - [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 - _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) - _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 - _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} - _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 - _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) - _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 - [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 - _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) - _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 - _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} - _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 - _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) - _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 - _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 - [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 - _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} - _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 - _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 - _AddHueSpeed("Add Hue: Speed", Float) = 1 - _AddHueBrightness("Add Hue: Brightness", Float) = 2 - _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 - _AddHueContrast("Add Hue: Contrast", Float) = 0.5 - [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 - _AddHueMask("Add Hue: Mask", 2D) = "white" {} - [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 - _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) - [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) - _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 - _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 - [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 - _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 - [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 - _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 - [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) - _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 - _InkSpreadDistance("Ink Spread: Distance", Float) = 3 - _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) - _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 - _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) - _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 - [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 - _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) - _BlackTintPower("Black Tint: Power", Float) = 4 - [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 - _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) - _SineGlowContrast("Sine Glow: Contrast", Float) = 1 - _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 - _SineGlowMin("Sine Glow: Min", Float) = 0 - _SineGlowMax("Sine Glow: Max", Float) = 1 - [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 - _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} - [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 - _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 - [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) - [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) - _SplitToningContrast("Split Toning: Contrast", Float) = 1 - _SplitToningBalance("Split Toning: Balance", Float) = 1 - _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 - [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 - _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 - _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) - [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) - _ColorReplaceRange("Color Replace: Range", Float) = 0.05 - _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 - _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 - [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 - _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 - [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 - _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 - [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) - _HologramContrast("Hologram: Contrast", Float) = 1 - _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 - _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 - _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 - _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 - _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 - _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 - _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 - _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 - [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 - _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 - _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 - _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) - _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) - _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 - _GlitchBrightness("Glitch: Brightness", Float) = 4 - _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) - _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) - _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) - _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) - _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) - [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 - _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 - [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) - _FrozenContrast("Frozen: Contrast", Float) = 2 - [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) - _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 - _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 - _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) - [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) - _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 - _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 - _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) - _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) - _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) - _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 - _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 - _RainbowBrightness("Rainbow: Brightness", Float) = 2 - _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 - _RainbowContrast("Rainbow: Contrast", Float) = 1 - _RainbowSpeed("Rainbow: Speed", Float) = 1 - _RainbowDensity("Rainbow: Density", Float) = 0.5 - _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) - _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) - _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 - [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 - _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 - _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) - _CamouflageContrast("Camouflage: Contrast", Float) = 1 - _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) - _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) - _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) - _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) - [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 - _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 - _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 - [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) - _MetalContrast("Metal: Contrast", Float) = 2 - [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) - _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 - _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 - _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) - _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) - _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) - _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) - [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 - [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} - [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 - _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 - [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) - _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 - _ShineContrast("Shine: Contrast", Float) = 2 - _ShineWidth("Shine: Width", Float) = 0.1 - _ShineSpeed("Shine: Speed", Float) = 5 - _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 - _ShineSmooth("Shine: Smoothness", Float) = 1 - _ShineFrequency("Shine: Frequency", Float) = 0.3 - [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 - [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} - [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 - _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 - _BurnPosition("Burn: Position", Vector) = (0,5,0,0) - _BurnRadius("Burn: Radius", Float) = 5 - [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) - _BurnWidth("Burn: Width", Float) = 0.1 - _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) - _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 - [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) - _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 - [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) - _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 - _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) - _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 - _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 - _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 - [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) - _PoisonDensity("Poison: Density", Float) = 3 - _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 - _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 - _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 - _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) - _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) - [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 - _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 - _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) - _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) - _EnchantedBrightness("Enchanted: Brightness", Float) = 1 - _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 - _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 - [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 - _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 - _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 - _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 - [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) - [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) - [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 - [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 - _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 - _ShiftingSpeed("Shifting: Speed", Float) = 0.5 - _ShiftingDensity("Shifting: Density", Float) = 1.5 - _ShiftingBrightness("Shifting: Brightness", Float) = 1 - _ShiftingContrast("Shifting: Contrast", Float) = 0.5 - [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 - _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 - [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) - [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) - [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 - _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 - _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} - [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) - _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 - _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 - _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 - _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 - _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 - _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 - _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 - _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 - _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 - _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} - [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) - _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 - _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 - _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 - _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 - _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 - _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 - _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 - _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 - _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 - _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 - _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 - [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 - _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 - _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) - _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 - _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 - [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 - _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 - _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) - _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 - [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 - [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 - _HalftoneFade("Halftone: Fade", Float) = 1 - _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) - _HalftoneTiling("Halftone: Tiling", Float) = 4 - _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 - [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 - _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 - _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 - _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 - _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) - _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 - _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 - _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 - [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) - _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 - _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 - _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 - _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 - _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 - _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 - _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) - _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 - _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) - [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 - [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 - _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 - _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) - _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 - _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 - _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 - _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 - [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 - _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 - _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) - _SqueezePower("Squeeze: Power", Float) = 1 - _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 - _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 - _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) - _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) - _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) - _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 - [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} - [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 - _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) - [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 - _UVRotateSpeed("UV Rotate: Speed", Float) = 1 - _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 - _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 - _SineRotateAngle("Sine Rotate: Angle", Float) = 15 - _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 - _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 - _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 - _WiggleSpeed("Wiggle: Speed", Float) = 2 - _WiggleFrequency("Wiggle: Frequency", Float) = 2 - _WiggleOffset("Wiggle: Offset", Float) = 0.02 - [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 - [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 - _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) - _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 - _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 - _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) - _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) - [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 - _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 - _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 - _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 - _VibrateOffset("Vibrate: Offset", Float) = 0.04 - _VibrateFrequency("Vibrate: Frequency", Float) = 100 - _VibrateRotation("Vibrate: Rotation", Float) = 4 - [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 - _WindRotation("Wind: Rotation", Float) = 0 - _WindMaxRotation("Wind: Max Rotation", Float) = 2 - _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 - _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 - _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 - [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 - _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 - _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 - _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 - _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 - [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 - [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 - _WindXPosition("Wind: X Position", Float) = 0 - _WindFlip("Wind: Flip", Float) = 0 - [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 - _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 - _SquishStretch("Squish: Stretch", Float) = 0.1 - _SquishSquish("Squish: Squish", Float) = 0.1 - _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 - [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 - _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 - _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 - [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 - _FlameBrightness("Flame: Brightness", Float) = 10 - _FlameSmooth("Flame: Smooth", Float) = 2 - _FlameRadius("Flame: Radius", Float) = 0.2 - _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) - _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 - _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 - _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) - [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 - _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 - _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 - [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 - _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 - _SharpenFactor("Sharpen: Factor", Float) = 4 - _SharpenOffset("Sharpen: Offset", Float) = 2 - [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 - [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 - _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 - _SmokeSmoothness("Smoke: Smoothness", Float) = 1 - _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 - _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 - _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 - [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 - [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 - _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} - _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 - _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) - _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 - _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 - [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 - _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) - _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) - _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 - [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 - _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) - _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) - _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + _MainTex( "MainTex", 2D ) = "white" {} + _NormalMap( "Normal Map", 2D ) = "bump" {} + _NormalIntensity( "Normal Intensity", Float ) = 1 + _Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.5 + _Metallic( "Metallic", Range( 0, 1 ) ) = 0 + [Toggle( _METALLICMAPTOGGLE_ON )] _MetallicMapToggle( "Metallic Map Toggle", Float ) = 0 + _MetallicMap( "Metallic Map", 2D ) = "white" {} + [Toggle( _EMISSIONTOGGLE_ON )] _EmissionToggle( "Emission Toggle", Float ) = 0 + [HDR] _EmissionTint( "Emission Tint", Color ) = ( 2.996078, 0.1568628, 0.1568628, 0 ) + _EmissionMap( "Emission Map", 2D ) = "white" {} + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 [HideInInspector] _texcoord( "", 2D ) = "white" {} + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 @@ -526,20 +528,28 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU" //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 - //[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 - //[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 + + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 + + //_InstancedTerrainNormals("Specular Highlights", Float) = 1.0 } SubShader { + + + Tags { "RenderType"="Transparent" "Queue"="Transparent" "DisableBatching"="False" } + LOD 0 Cull Off @@ -547,111 +557,122 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU" ZWrite Off ZTest LEqual ColorMask RGBA + + Blend Off CGINCLUDE - #pragma target 3.5 + #pragma target 3.5 - float4 FixedTess( float tessValue ) - { - return tessValue; - } - - float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) - { - float3 wpos = mul(o2w,vertex).xyz; - float dist = distance (wpos, cameraPos); - float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; - return f; - } - - float4 CalcTriEdgeTessFactors (float3 triVertexFactors) - { - float4 tess; - tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); - tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); - tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); - tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; - return tess; - } - - float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) - { - float dist = distance (0.5 * (wpos0+wpos1), cameraPos); - float len = distance(wpos0, wpos1); - float f = max(len * scParams.y / (edgeLen * dist), 1.0); - return f; - } - - float DistanceFromPlane (float3 pos, float4 plane) - { - float d = dot (float4(pos,1.0f), plane); - return d; - } - - bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) - { - float4 planeTest; - planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + - (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + - (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); - planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + - (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + - (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); - planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + - (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + - (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); - planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + - (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + - (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); - return !all (planeTest); - } - - float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) - { - float3 f; - f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); - f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); - f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); - - return CalcTriEdgeTessFactors (f); - } - - float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) - { - float3 pos0 = mul(o2w,v0).xyz; - float3 pos1 = mul(o2w,v1).xyz; - float3 pos2 = mul(o2w,v2).xyz; - float4 tess; - tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); - tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); - tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); - tess.w = (tess.x + tess.y + tess.z) / 3.0f; - return tess; - } - - float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) - { - float3 pos0 = mul(o2w,v0).xyz; - float3 pos1 = mul(o2w,v1).xyz; - float3 pos2 = mul(o2w,v2).xyz; - float4 tess; - - if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + float4 FixedTess( float tessValue ) { - tess = 0.0f; + return tessValue; } - else + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float DistanceFromPlane (float3 pos, float4 plane) + { + float d = dot (float4(pos,1.0f), plane); + return d; + } + + bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) + { + float4 planeTest; + planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); + return !all (planeTest); + } + + float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) + { + float3 f; + f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); + f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); + f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); + + return CalcTriEdgeTessFactors (f); + } + + float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; + return tess; + } + + float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + + if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + { + tess = 0.0f; + } + else + { + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + } + return tess; + } + + float4 ComputeClipSpacePosition( float2 screenPosNorm, float deviceDepth ) + { + float4 positionCS = float4( screenPosNorm * 2.0 - 1.0, deviceDepth, 1.0 ); + #if UNITY_UV_STARTS_AT_TOP + positionCS.y = -positionCS.y; + #endif + return positionCS; } - return tess; - } ENDCG @@ -664,3165 +685,3231 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU" Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM - #define _ALPHABLEND_ON 1 - #define UNITY_STANDARD_USE_DITHER_MASK 1 - #define ASE_NEEDS_FRAG_SHADOWCOORDS - #pragma multi_compile_instancing - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_ON 1 - #define ASE_VERSION 19801 + #define ASE_GEOMETRY + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG + #define ASE_VERSION 19905 - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile_fwdbase - #ifndef UNITY_PASS_FORWARDBASE - #define UNITY_PASS_FORWARDBASE - #endif - #include "HLSLSupport.cginc" - #ifndef UNITY_INSTANCED_LOD_FADE - #define UNITY_INSTANCED_LOD_FADE - #endif - #ifndef UNITY_INSTANCED_SH - #define UNITY_INSTANCED_SH - #endif - #ifndef UNITY_INSTANCED_LIGHTMAPSTS - #define UNITY_INSTANCED_LIGHTMAPSTS - #endif - #include "UnityShaderVariables.cginc" - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "UnityPBSLighting.cginc" - #include "AutoLight.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + #ifndef UNITY_PASS_FORWARDBASE + #define UNITY_PASS_FORWARDBASE + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" - #include "UnityStandardUtils.cginc" - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_SCREEN_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON - #pragma shader_feature _METALLICMAPTOGGLE_ON + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif - struct appdata { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON - struct v2f { - #if UNITY_VERSION >= 201810 - UNITY_POSITION(pos); - #else + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { float4 pos : SV_POSITION; - #endif - #if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30) - float4 lmap : TEXCOORD0; - #endif - #if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH - half3 sh : TEXCOORD1; - #endif - #if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_LIGHTING_COORDS(2,3) - #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if UNITY_VERSION >= 201710 - UNITY_SHADOW_COORDS(2) - #else - SHADOW_COORDS(2) - #endif - #endif - #ifdef ASE_FOG - UNITY_FOG_COORDS(4) - #endif - float4 tSpace0 : TEXCOORD5; - float4 tSpace1 : TEXCOORD6; - float4 tSpace2 : TEXCOORD7; - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - float4 screenPos : TEXCOORD8; - #endif - float4 ase_texcoord9 : TEXCOORD9; - float4 ase_texcoord10 : TEXCOORD10; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishStretch; - #endif - #ifdef _ENABLESCREENTILING_ON - uniform float2 _ScreenTilingScale; - uniform float2 _ScreenTilingOffset; - uniform float _ScreenTilingPixelsPerUnit; - #endif - uniform sampler2D _MainTex; - float4 _MainTex_TexelSize; - #ifdef _ENABLEWORLDTILING_ON - uniform float2 _WorldTilingScale; - uniform float2 _WorldTilingOffset; - uniform float _WorldTilingPixelsPerUnit; - #endif - #ifdef _SPRITESHEETFIX_ON - uniform float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishFade; - uniform float _SquishFlip; - uniform float _SquishSquish; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - uniform float _TimeValue; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - uniform float UnscaledTime; - #endif - #ifdef _TOGGLETIMESPEED_ON - uniform float _TimeSpeed; - #endif - #ifdef _TOGGLETIMEFPS_ON - uniform float _TimeFPS; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - uniform float _TimeFrequency; - uniform float _TimeRange; - #endif - #ifdef _ENABLESINEMOVE_ON - uniform float2 _SineMoveFrequency; - uniform float2 _SineMoveOffset; - uniform float _SineMoveFade; - #endif - #ifdef _ENABLEVIBRATE_ON - uniform float _VibrateFrequency; - uniform float _VibrateOffset; - uniform float _VibrateFade; - uniform float _VibrateRotation; - #endif - #ifdef _ENABLESINESCALE_ON - uniform float _SineScaleFrequency; - uniform float2 _SineScaleFactor; - #endif - uniform float _FadingFade; - #ifdef _SHADERFADING_MASK - uniform sampler2D _FadingMask; - uniform float4 _FadingMask_ST; - #endif - uniform float _FadingWidth; - uniform sampler2D _UberNoiseTexture; - uniform float _PixelsPerUnit; - #ifdef _SHADERSPACE_UI_GRAPHIC - uniform float _RectWidth; - uniform float _RectHeight; - #endif - uniform float _ScreenWidthUnits; - uniform float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - uniform float2 _FadingPosition; - uniform float _FadingNoiseFactor; - #endif - #ifdef _ENABLEWIND_ON - uniform float _WindRotationWindFactor; - uniform float WindMinIntensity; - uniform float _WindMinIntensity; - uniform float WindMaxIntensity; - uniform float _WindMaxIntensity; - uniform float _WindXPosition; - uniform float WindNoiseScale; - uniform float _WindNoiseScale; - uniform float WindTime; - uniform float _WindNoiseSpeed; - uniform float _WindRotation; - uniform float _WindMaxRotation; - uniform float _WindFlip; - uniform float _WindSquishFactor; - uniform float _WindSquishWindFactor; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - uniform float _FullDistortionFade; - uniform float2 _FullDistortionNoiseScale; - uniform float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - uniform float2 _DirectionalDistortionDistortionScale; - uniform float _DirectionalDistortionRandomDirection; - uniform float2 _DirectionalDistortionDistortion; - uniform float _DirectionalDistortionInvert; - uniform float _DirectionalDistortionRotation; - uniform float _DirectionalDistortionFade; - uniform float2 _DirectionalDistortionNoiseScale; - uniform float _DirectionalDistortionNoiseFactor; - uniform float _DirectionalDistortionWidth; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float _HologramDistortionSpeed; - uniform float _HologramDistortionDensity; - uniform float _HologramDistortionScale; - uniform float _HologramDistortionOffset; - uniform float _HologramFade; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float2 _GlitchDistortionSpeed; - uniform float2 _GlitchDistortionScale; - uniform float2 _GlitchDistortion; - uniform float2 _GlitchMaskSpeed; - uniform float2 _GlitchMaskScale; - uniform float _GlitchMaskMin; - uniform float _GlitchFade; - #endif - #ifdef _ENABLEUVDISTORT_ON - uniform float2 _UVDistortFrom; - uniform float2 _UVDistortTo; - uniform float2 _UVDistortSpeed; - uniform float2 _UVDistortNoiseScale; - uniform float _UVDistortFade; - uniform sampler2D _UVDistortMask; - uniform float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESQUEEZE_ON - uniform float2 _SqueezeCenter; - uniform float _SqueezePower; - uniform float2 _SqueezeScale; - uniform float _SqueezeFade; - #endif - #ifdef _ENABLESINEROTATE_ON - uniform float _SineRotateFrequency; - uniform float _SineRotateAngle; - uniform float _SineRotateFade; - uniform float2 _SineRotatePivot; - #endif - #ifdef _ENABLEUVROTATE_ON - uniform float _UVRotateSpeed; - uniform float2 _UVRotatePivot; - #endif - #ifdef _ENABLEUVSCROLL_ON - uniform float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEPIXELATE_ON - uniform float _PixelatePixelDensity; - uniform float _PixelatePixelsPerUnit; - uniform float _PixelateFade; - #endif - #ifdef _ENABLEUVSCALE_ON - uniform float2 _UVScalePivot; - uniform float2 _UVScaleScale; - #endif - #ifdef _ENABLEWIGGLE_ON - uniform float _WiggleFrequency; - uniform float _WiggleSpeed; - uniform float _WiggleOffset; - uniform float _WiggleFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - uniform float _GaussianBlurOffset; - uniform float _GaussianBlurFade; - #endif - #ifdef _ENABLESHARPEN_ON - uniform float _SharpenOffset; - uniform float _SharpenFactor; - uniform float _SharpenFade; - #endif - #ifdef _ENABLESMOKE_ON - uniform float _SmokeVertexSeed; - uniform float _SmokeNoiseScale; - uniform float _SmokeNoiseFactor; - uniform float _SmokeSmoothness; - uniform float _SmokeDarkEdge; - uniform float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - uniform sampler2D _CustomFadeFadeMask; - uniform float2 _CustomFadeNoiseScale; - uniform float _CustomFadeNoiseFactor; - uniform float _CustomFadeSmoothness; - uniform float _CustomFadeAlpha; - #endif - #ifdef _ENABLECHECKERBOARD_ON - uniform float _CheckerboardDarken; - uniform float _CheckerboardTiling; - #endif - #ifdef _ENABLEFLAME_ON - uniform float2 _FlameSpeed; - uniform float2 _FlameNoiseScale; - uniform float _FlameNoiseHeightFactor; - uniform float _FlameNoiseFactor; - uniform float _FlameRadius; - uniform float _FlameSmooth; - uniform float _FlameBrightness; - #endif - #ifdef _ENABLERECOLORRGB_ON - uniform float4 _RecolorRGBRedTint; - uniform sampler2D _RecolorRGBTexture; - uniform float4 _RecolorRGBGreenTint; - uniform float4 _RecolorRGBBlueTint; - uniform float _RecolorRGBFade; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - uniform sampler2D _RecolorRGBYCPTexture; - uniform float4 _RecolorRGBYCPPurpleTint; - uniform float4 _RecolorRGBYCPBlueTint; - uniform float4 _RecolorRGBYCPCyanTint; - uniform float4 _RecolorRGBYCPGreenTint; - uniform float4 _RecolorRGBYCPYellowTint; - uniform float4 _RecolorRGBYCPRedTint; - uniform float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLECOLORREPLACE_ON - uniform float4 _ColorReplaceFromColor; - uniform float _ColorReplaceContrast; - uniform float4 _ColorReplaceToColor; - uniform float _ColorReplaceSmoothness; - uniform float _ColorReplaceRange; - uniform float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - uniform float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - uniform float _Contrast; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - uniform float _Brightness; - #endif - #ifdef _ENABLEHUE_ON - uniform float _Hue; - #endif - #ifdef _ENABLESPLITTONING_ON - uniform float4 _SplitToningShadowsColor; - uniform float4 _SplitToningHighlightsColor; - uniform float _SplitToningShift; - uniform float _SplitToningBalance; - uniform float _SplitToningContrast; - uniform float _SplitToningFade; - #endif - #ifdef _ENABLEBLACKTINT_ON - uniform float4 _BlackTintColor; - uniform float _BlackTintPower; - uniform float _BlackTintFade; - #endif - #ifdef _ENABLEINKSPREAD_ON - uniform float4 _InkSpreadColor; - uniform float _InkSpreadContrast; - uniform float _InkSpreadFade; - uniform float _InkSpreadDistance; - uniform float2 _InkSpreadPosition; - uniform float2 _InkSpreadNoiseScale; - uniform float _InkSpreadNoiseFactor; - uniform float _InkSpreadWidth; - #endif - #ifdef _ENABLESHIFTHUE_ON - uniform float _ShiftHueSpeed; - #endif - #ifdef _ENABLEADDHUE_ON - uniform float _AddHueSpeed; - uniform float _AddHueSaturation; - uniform float _AddHueBrightness; - uniform float _AddHueContrast; - uniform float _AddHueFade; - uniform sampler2D _AddHueMask; - uniform float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - uniform float _SineGlowContrast; - uniform float4 _SineGlowColor; - uniform sampler2D _SineGlowMask; - uniform float4 _SineGlowMask_ST; - uniform float _SineGlowFade; - uniform float _SineGlowFrequency; - uniform float _SineGlowMax; - uniform float _SineGlowMin; - #endif - #ifdef _ENABLESATURATION_ON - uniform float _Saturation; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - uniform float4 _InnerOutlineColor; - uniform sampler2D _InnerOutlineTintTexture; - uniform float2 _InnerOutlineTextureSpeed; - uniform float _InnerOutlineFade; - uniform float2 _InnerOutlineNoiseSpeed; - uniform float2 _InnerOutlineNoiseScale; - uniform float2 _InnerOutlineDistortionIntensity; - uniform float _InnerOutlineWidth; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - uniform float4 _OuterOutlineColor; - uniform sampler2D _OuterOutlineTintTexture; - uniform float2 _OuterOutlineTextureSpeed; - uniform float _OuterOutlineFade; - uniform float2 _OuterOutlineNoiseSpeed; - uniform float2 _OuterOutlineNoiseScale; - uniform float2 _OuterOutlineDistortionIntensity; - uniform float _OuterOutlineWidth; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - uniform float4 _PixelOutlineColor; - uniform sampler2D _PixelOutlineTintTexture; - uniform float2 _PixelOutlineTextureSpeed; - uniform float _PixelOutlineFade; - uniform float _PixelOutlineAlphaLimit; - uniform float _PixelOutlineWidth; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - uniform float4 _PingPongGlowFrom; - uniform float4 _PingPongGlowTo; - uniform float _PingPongGlowFrequency; - uniform float _PingPongGlowFade; - uniform float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float4 _HologramTint; - uniform float _HologramContrast; - uniform float _HologramLineSpeed; - uniform float _HologramLineFrequency; - uniform float _HologramLineGap; - uniform float _HologramMinAlpha; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float _GlitchBrightness; - uniform float2 _GlitchNoiseSpeed; - uniform float2 _GlitchNoiseScale; - uniform float _GlitchHueSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - uniform float4 _CamouflageBaseColor; - uniform float4 _CamouflageColorA; - uniform float _CamouflageDensityA; - uniform float2 _CamouflageDistortionSpeed; - uniform float2 _CamouflageDistortionScale; - uniform float2 _CamouflageDistortionIntensity; - uniform float2 _CamouflageNoiseScaleA; - uniform float _CamouflageSmoothnessA; - uniform float4 _CamouflageColorB; - uniform float _CamouflageDensityB; - uniform float2 _CamouflageNoiseScaleB; - uniform float _CamouflageSmoothnessB; - uniform float _CamouflageContrast; - uniform float _CamouflageFade; - #endif - #ifdef _ENABLEMETAL_ON - uniform float _MetalHighlightDensity; - uniform float2 _MetalNoiseDistortionSpeed; - uniform float2 _MetalNoiseDistortionScale; - uniform float2 _MetalNoiseDistortion; - uniform float2 _MetalNoiseSpeed; - uniform float2 _MetalNoiseScale; - uniform float4 _MetalHighlightColor; - uniform float _MetalHighlightContrast; - uniform float _MetalContrast; - uniform float4 _MetalColor; - uniform float _MetalFade; - uniform sampler2D _MetalMask; - uniform float4 _MetalMask_ST; - #endif - #ifdef _ENABLEFROZEN_ON - uniform float _FrozenContrast; - uniform float4 _FrozenTint; - uniform float _FrozenSnowContrast; - uniform float4 _FrozenSnowColor; - uniform float _FrozenSnowDensity; - uniform float2 _FrozenSnowScale; - uniform float _FrozenHighlightDensity; - uniform float2 _FrozenHighlightDistortionSpeed; - uniform float2 _FrozenHighlightDistortionScale; - uniform float2 _FrozenHighlightDistortion; - uniform float2 _FrozenHighlightSpeed; - uniform float2 _FrozenHighlightScale; - uniform float4 _FrozenHighlightColor; - uniform float _FrozenHighlightContrast; - uniform float _FrozenFade; - #endif - #ifdef _ENABLEBURN_ON - uniform float _BurnInsideContrast; - uniform float4 _BurnInsideNoiseColor; - uniform float _BurnInsideNoiseFactor; - uniform float2 _BurnSwirlNoiseScale; - uniform float _BurnSwirlFactor; - uniform float2 _BurnInsideNoiseScale; - uniform float4 _BurnInsideColor; - uniform float _BurnRadius; - uniform float2 _BurnPosition; - uniform float2 _BurnEdgeNoiseScale; - uniform float _BurnEdgeNoiseFactor; - uniform float _BurnWidth; - uniform float4 _BurnEdgeColor; - uniform float _BurnFade; - #endif - #ifdef _ENABLERAINBOW_ON - uniform float2 _RainbowCenter; - uniform float2 _RainbowNoiseScale; - uniform float _RainbowNoiseFactor; - uniform float _RainbowDensity; - uniform float _RainbowSpeed; - uniform float _RainbowSaturation; - uniform float _RainbowBrightness; - uniform float _RainbowContrast; - uniform float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - uniform float _ShineSaturation; - uniform float _ShineContrast; - uniform float4 _ShineColor; - uniform float _ShineRotation; - uniform float _ShineFrequency; - uniform float _ShineSpeed; - uniform float _ShineWidth; - uniform float _ShineSmooth; - uniform float _ShineFade; - uniform sampler2D _ShineMask; - uniform float4 _ShineMask_ST; - #endif - #ifdef _ENABLEPOISON_ON - uniform float2 _PoisonNoiseSpeed; - uniform float2 _PoisonNoiseScale; - uniform float _PoisonShiftSpeed; - uniform float _PoisonDensity; - uniform float4 _PoisonColor; - uniform float _PoisonFade; - uniform float _PoisonNoiseBrightness; - uniform float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - uniform float4 _EnchantedLowColor; - uniform float4 _EnchantedHighColor; - uniform float2 _EnchantedSpeed; - uniform float2 _EnchantedScale; - uniform float _EnchantedRainbowDensity; - uniform float _EnchantedRainbowSpeed; - uniform float _EnchantedRainbowSaturation; - uniform float _EnchantedContrast; - uniform float _EnchantedBrightness; - uniform float _EnchantedReduce; - uniform float _EnchantedFade; - #endif - #ifdef _ENABLESHIFTING_ON - uniform float4 _ShiftingColorA; - uniform float4 _ShiftingColorB; - uniform float _ShiftingSpeed; - uniform float _ShiftingDensity; - uniform float _ShiftingBrightness; - uniform float _ShiftingSaturation; - uniform float _ShiftingContrast; - uniform float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - uniform sampler2D _TextureLayer1Texture; - uniform float2 _TextureLayer1Scale; - uniform float2 _TextureLayer1Offset; - uniform float2 _TextureLayer1ScrollSpeed; - uniform float _TextureLayer1EdgeClip; - #endif - uniform int _TextureLayer1Columns; - uniform int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float _TextureLayer1Speed; - #endif - uniform int _TextureLayer1StartFrame; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float4 _TextureLayer1Color; - uniform float _TextureLayer1Contrast; - uniform float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - uniform sampler2D _TextureLayer2Texture; - uniform float2 _TextureLayer2Scale; - uniform float2 _TextureLayer2Offset; - uniform float2 _TextureLayer2ScrollSpeed; - uniform float _TextureLayer2EdgeClip; - #endif - uniform int _TextureLayer2Columns; - uniform int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float _TextureLayer2Speed; - #endif - uniform int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float4 _TextureLayer2Color; - uniform float _TextureLayer2Contrast; - uniform float _TextureLayer2Fade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - uniform float _FullAlphaDissolveFade; - uniform float _FullAlphaDissolveWidth; - uniform float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - uniform float4 _FullGlowDissolveEdgeColor; - uniform float2 _FullGlowDissolveNoiseScale; - uniform float _FullGlowDissolveFade; - uniform float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - uniform float _SourceAlphaDissolveInvert; - uniform float _SourceAlphaDissolveFade; - uniform float2 _SourceAlphaDissolvePosition; - uniform float2 _SourceAlphaDissolveNoiseScale; - uniform float _SourceAlphaDissolveNoiseFactor; - uniform float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - uniform float2 _SourceGlowDissolvePosition; - uniform float2 _SourceGlowDissolveNoiseScale; - uniform float _SourceGlowDissolveNoiseFactor; - uniform float _SourceGlowDissolveFade; - uniform float _SourceGlowDissolveWidth; - uniform float4 _SourceGlowDissolveEdgeColor; - uniform float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - uniform float _DirectionalAlphaFadeInvert; - uniform float _DirectionalAlphaFadeRotation; - uniform float _DirectionalAlphaFadeFade; - uniform float2 _DirectionalAlphaFadeNoiseScale; - uniform float _DirectionalAlphaFadeNoiseFactor; - uniform float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - uniform float4 _DirectionalGlowFadeEdgeColor; - uniform float _DirectionalGlowFadeInvert; - uniform float _DirectionalGlowFadeRotation; - uniform float _DirectionalGlowFadeFade; - uniform float2 _DirectionalGlowFadeNoiseScale; - uniform float _DirectionalGlowFadeNoiseFactor; - uniform float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEHALFTONE_ON - uniform float _HalftoneInvert; - uniform float _HalftoneTiling; - uniform float _HalftoneFade; - uniform float2 _HalftonePosition; - uniform float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEADDCOLOR_ON - uniform float4 _AddColorColor; - uniform sampler2D _AddColorMask; - uniform float4 _AddColorMask_ST; - uniform float _AddColorContrast; - uniform float _AddColorFade; - #endif - #ifdef _ENABLEALPHATINT_ON - uniform float4 _AlphaTintColor; - uniform float _AlphaTintMinAlpha; - uniform float _AlphaTintFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - uniform float4 _StrongTintTint; - uniform sampler2D _StrongTintMask; - uniform float4 _StrongTintMask_ST; - uniform float _StrongTintContrast; - uniform float _StrongTintFade; - #endif - #ifdef _ENABLESHADOW_ON - uniform float4 _ShadowColor; - uniform float _ShadowFade; - uniform float2 _ShadowOffset; - #endif - uniform sampler2D _NormalMap; - uniform float _NormalIntensity; - #ifdef _EMISSIONTOGGLE_ON - uniform float4 _EmissionTint; - uniform sampler2D _EmissionMap; - #endif - uniform float _Metallic; - #ifdef _METALLICMAPTOGGLE_ON - uniform sampler2D _MetallicMap; - #endif - uniform float _Smoothness; - - - float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) - { - original -= center; - float C = cos( angle ); - float S = sin( angle ); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); - return mul( finalMatrix, original ) + center; - } - - float MyCustomExpression16_g11712( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11710( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11668( float x ) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x/2.0)-0.5); - - float k = 0.5+0.5*sin(i); - return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); - } - - float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } - float snoise( float2 v ) - { - const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); - float2 i = floor( v + dot( v, C.yy ) ); - float2 x0 = v - i + dot( i, C.xx ); - float2 i1; - i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289( i ); - float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); - float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); - m = m * m; - m = m * m; - float3 x = 2.0 * frac( p * C.www ) - 1.0; - float3 h = abs( x ) - 0.5; - float3 ox = floor( x + 0.5 ); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot( m, g ); - } - - float MyCustomExpression16_g11670( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11671( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11673( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11680( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11715( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0,1.0) / size; - uvs -= pixel * float2(0.5,0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11752( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11754( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11758( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); - float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); - float d = q.x - min( q.w, q.y ); - float e = 1.0e-10; - return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB( float3 c ) - { - float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); - float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); - return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); - } - - float MyCustomExpression16_g11786( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11770( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11797( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11805( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11843( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11840( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11825( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11827( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11820( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11818( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11814( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11851( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11849( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11868( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11876( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11878( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11874( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11870( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11872( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - v2f VertexFunction (appdata v ) { - UNITY_SETUP_INSTANCE_ID(v); - v2f o; - UNITY_INITIALIZE_OUTPUT(v2f,o); - UNITY_TRANSFER_INSTANCE_ID(v,o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - float2 _ZeroVector = float2(0,0); - float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); - float4 screenPos = ComputeScreenPos( ase_positionCS ); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11664 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11664 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11664 = spriteRectMax377; - float2 break9_g11664 = float2( 0,0 ); - float2 break8_g11664 = float2( 1,1 ); - float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); - float2 staticSwitch366 = appendResult15_g11664; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11895 = fixedUV475; - float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11896 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11665 = _TimeValue; - #else - float staticSwitch44_g11665 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11665 = UnscaledTime; - #else - float staticSwitch34_g11665 = staticSwitch44_g11665; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); - #else - float staticSwitch37_g11665 = staticSwitch34_g11665; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11665 = staticSwitch37_g11665; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11665 = staticSwitch38_g11665; - #endif - float shaderTime237 = staticSwitch42_g11665; - float temp_output_8_0_g11896 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); - #else - float2 staticSwitch4_g11896 = temp_output_2_0_g11896; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11897 = temp_output_8_0_g11896; - float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); - float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); - #else - float2 staticSwitch6_g11896 = staticSwitch4_g11896; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); - #else - float2 staticSwitch10_g11896 = staticSwitch6_g11896; - #endif - float2 temp_output_424_0 = staticSwitch10_g11896; -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); - #endif - float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); - float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11666 = staticSwitch437; - float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); - float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11666 = temp_output_61_0_g11666; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11666 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11666; - float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); - float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11709 = shaderPosition235; - float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11711; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11709; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord9.xy = v.ase_texcoord.xy; - o.ase_texcoord10 = v.vertex; - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord9.zw = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.vertex.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3( staticSwitch142 , 0.0 ); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.vertex.xyz = vertexValue; - #else - v.vertex.xyz += vertexValue; - #endif - v.vertex.w = 1; - v.normal = v.normal; - v.tangent = v.tangent; - - o.pos = UnityObjectToClipPos(v.vertex); - float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; - fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); - fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); - fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; - fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; - o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); - o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); - o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); - - #ifdef DYNAMICLIGHTMAP_ON - o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; - #endif - #ifdef LIGHTMAP_ON - o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; - #endif - - #ifndef LIGHTMAP_ON - #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL - o.sh = 0; - #ifdef VERTEXLIGHT_ON - o.sh += Shade4PointLights ( - unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, - unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, - unity_4LightAtten0, worldPos, worldNormal); - #endif - o.sh = ShadeSHPerVertex (worldNormal, o.sh); - #endif - #endif - - #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); - #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if UNITY_VERSION >= 201710 - UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); - #else - TRANSFER_SHADOW(o); - #endif - #endif - - #ifdef ASE_FOG - UNITY_TRANSFER_FOG(o,o.pos); - #endif - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - o.screenPos = ComputeScreenPos(o.pos); - #endif - return o; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 vertex : INTERNALTESSPOS; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert ( appdata v ) - { - VertexControl o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - o.vertex = v.vertex; - o.tangent = v.tangent; - o.normal = v.normal; - o.texcoord1 = v.texcoord1; - o.texcoord2 = v.texcoord2; - o.ase_texcoord = v.ase_texcoord; - o.ase_color = v.ase_color; - return o; - } - - TessellationFactors TessellationFunction (InputPatch v) - { - TessellationFactors o; - float4 tf = 1; - float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf = FixedTess( tessValue ); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); - #elif defined(ASE_LENGTH_TESSELLATION) - tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); - #endif - o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; - return o; - } - - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) - { - appdata o = (appdata) 0; - o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; - o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; - o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; - o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; - o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; - o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i < 3; ++i) - pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); - float phongStrength = _TessPhongStrength; - o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID(patch[0], o); - return VertexFunction(o); - } - #else - v2f vert ( appdata v ) - { - return VertexFunction( v ); - } - #endif - - fixed4 frag (v2f IN - #ifdef _DEPTHOFFSET_ON - , out float outputDepth : SV_Depth - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); - - #ifdef LOD_FADE_CROSSFADE - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - #endif - - #if defined(_SPECULAR_SETUP) - SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; - #else - SurfaceOutputStandard o = (SurfaceOutputStandard)0; - #endif - float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); - float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); - float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); - float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); - float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) - #else - half atten = 1; - #endif - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - float4 ScreenPos = IN.screenPos; - #endif - - float2 texCoord363 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11664 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11664 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11664 = spriteRectMax377; - float2 break9_g11664 = float2( 0,0 ); - float2 break8_g11664 = float2( 1,1 ); - float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); - float2 staticSwitch366 = appendResult15_g11664; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11667 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11668 = _WindMinIntensity; - #else - float staticSwitch117_g11668 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11668 = _WindMaxIntensity; - #else - float staticSwitch118_g11668 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11668 = _WindXPosition; - #else - float staticSwitch111_g11668 = transform62_g11668.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11668 = _WindNoiseScale; - #else - float staticSwitch113_g11668 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11665 = _TimeValue; - #else - float staticSwitch44_g11665 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11665 = UnscaledTime; - #else - float staticSwitch34_g11665 = staticSwitch44_g11665; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); - #else - float staticSwitch37_g11665 = staticSwitch34_g11665; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11665 = staticSwitch37_g11665; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11665 = staticSwitch38_g11665; - #endif - float shaderTime237 = staticSwitch42_g11665; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); - #else - float staticSwitch125_g11668 = WindTime; - #endif - float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); - float x101_g11668 = temp_output_50_0_g11668; - float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); - float2 temp_cast_0 = (temp_output_50_0_g11668).xx; - float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); - simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11668 = simplePerlin2D121_g11668; - #else - float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); - #endif - float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); - float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); - float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; - float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); - float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); - float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); - float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); - float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; - #else - float2 staticSwitch4_g11667 = temp_output_3_0_g11667; - #endif - float2 texCoord435 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11666 = staticSwitch437; - float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); - float2 texCoord23_g11666 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11666 = temp_output_61_0_g11666; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11666 = (IN.ase_texcoord10.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11666 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11666 = (worldPos).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11666; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11669 = shaderPosition235; - float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); - float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); - float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); - float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); - #else - float2 staticSwitch83 = staticSwitch4_g11667; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11672 = shaderPosition235; - float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); - float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); - float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11672 = rotatedValue136_g11672; - float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); - float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); - float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11677 = unity_OrthoParams.y; - float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11677 ); - float2 temp_cast_4 = (temp_output_8_0_g11677).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); - float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11677).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); - float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11675 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11675; - float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); - float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); - float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11716 = staticSwitch62; - float2 temp_output_26_0_g11716 = shaderPosition235; - float temp_output_25_0_g11716 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); - float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); - float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); - #else - float staticSwitch29_g11723 = _UVDistortFade; - #endif - float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) ); - #else - float2 staticSwitch5_g11716 = temp_output_1_0_g11716; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11722 = staticSwitch5_g11716; - float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); - #else - float2 staticSwitch7_g11716 = staticSwitch5_g11716; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; - #else - float2 staticSwitch9_g11716 = staticSwitch7_g11716; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); - float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; - #else - float2 staticSwitch16_g11716 = staticSwitch9_g11716; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); - #else - float2 staticSwitch14_g11716 = staticSwitch16_g11716; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11716 = clampResult46_g11718; - #else - float2 staticSwitch4_g11716 = staticSwitch14_g11716; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); - #else - float2 staticSwitch24_g11716 = staticSwitch4_g11716; - #endif - float2 temp_output_1_0_g11727 = staticSwitch24_g11716; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); - #else - float staticSwitch18_g11727 = temp_output_7_0_g11727; - #endif - float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); - float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); - #else - float2 staticSwitch13_g11727 = temp_output_1_0_g11727; - #endif - float2 temp_output_484_0 = staticSwitch13_g11727; - float2 texCoord131 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); - #endif - float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); - float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); - float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11709 = shaderPosition235; - float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11711; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11709; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11728 = staticSwitch485; - float2 break11_g11728 = float2( 0,0 ); - float2 break10_g11728 = float2( 1,1 ); - float2 break9_g11728 = spriteRectMin376; - float2 break8_g11728 = spriteRectMax377; - float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y)))); - float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11730 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11731 = _MainTex; - float4 textureTexelSize3_g11731 = _MainTex_TexelSize; - float2 uvs3_g11731 = temp_output_1_0_g11730; - float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); - float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; - #else - float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); - float temp_output_2_0_g11742 = temp_output_10_0_g11732; - float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); - float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); - float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; - float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); - float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; - float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); - float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); - float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; - float temp_output_2_0_g11733 = temp_output_10_0_g11732; - float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); - float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); - float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); - float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; - float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); - float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); - float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; - float temp_output_2_0_g11739 = temp_output_10_0_g11732; - float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); - float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); - float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); - float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; - float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); - float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); - float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; - float temp_output_2_0_g11736 = temp_output_10_0_g11732; - float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); - float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); - float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); - float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; - float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); - float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); - float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; - float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); - #else - float4 staticSwitch3_g11730 = staticSwitch8_g11730; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; - float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); - float temp_output_2_0_g11746 = _SharpenOffset; - float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); - float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; - float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; - float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); - float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); - float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; - float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); - float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); - float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); - float4 staticSwitch12_g11730 = appendResult24_g11745; - #else - float4 staticSwitch12_g11730 = staticSwitch3_g11730; - #endif - float4 temp_output_471_0 = staticSwitch12_g11730; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11749 = temp_output_471_0; - float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); - float4 staticSwitch354 = appendResult8_g11749; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11750 = originalColor191; - float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float2 temp_output_7_0_g11750 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); - float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); - float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); - float4 staticSwitch2_g11750 = appendResult31_g11751; - #else - float4 staticSwitch2_g11750 = temp_output_1_0_g11750; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11753 = staticSwitch2_g11750; - float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; - float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); - float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); - float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11750 = appendResult13_g11753; - #else - float4 staticSwitch3_g11750 = staticSwitch2_g11750; - #endif - float4 temp_output_1_0_g11755 = staticSwitch3_g11750; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; - float2 appendResult4_g11756 = (float2(worldPos.x , worldPos.y)); - float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); - float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); - float4 staticSwitch2_g11755 = appendResult42_g11756; - #else - float4 staticSwitch2_g11755 = temp_output_1_0_g11755; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11757 = finalUV146; - float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); - float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); - float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); - float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); - float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); - #else - float4 staticSwitch6_g11755 = staticSwitch2_g11755; - #endif - float4 temp_output_3_0_g11759 = staticSwitch6_g11755; - float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; - float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); - float2 temp_output_1_0_g11759 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); - #else - float4 staticSwitch81_g11791 = appendResult91_g11791; - #endif - float3 break82_g11791 = (staticSwitch81_g11791).xyz; - float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); - float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); - float4 break2_g11792 = temp_output_1_0_g11791; - float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); - float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); - float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch43_g11759 = appendResult30_g11791; - #else - float4 staticSwitch43_g11759 = temp_output_3_0_g11759; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11789 = staticSwitch43_g11759; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); - #else - float4 staticSwitch62_g11789 = temp_output_1_0_g11789; - #endif - float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); - float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11789 = 0; - if( temp_output_43_0_g11789 >= 0.8333333 ) - ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.6666667 ) - ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11789 = ifLocalVar46_g11789; - float4 ifLocalVar47_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.3333333 ) - ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.1666667 ) - ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11789 = ifLocalVar47_g11789; - float4 ifLocalVar35_g11789 = 0; - if( temp_output_43_0_g11789 >= 0.5 ) - ifLocalVar35_g11789 = ifLocalVar44_g11789; - else - ifLocalVar35_g11789 = ifLocalVar45_g11789; - float4 break55_g11789 = ifLocalVar35_g11789; - float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); - float4 break2_g11790 = temp_output_1_0_g11789; - float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); - float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); - float4 staticSwitch9_g11759 = appendResult30_g11789; - #else - float4 staticSwitch9_g11759 = staticSwitch43_g11759; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11763 = staticSwitch9_g11759; - float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; - float3 In115_g11763 = temp_output_2_0_g11763; - float3 From115_g11763 = (_ColorReplaceFromColor).rgb; - float4 break2_g11764 = temp_output_1_0_g11763; - float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11763 = _ColorReplaceSmoothness; - float Range115_g11763 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); - float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); - float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); - float4 staticSwitch29_g11759 = appendResult4_g11763; - #else - float4 staticSwitch29_g11759 = staticSwitch9_g11759; - #endif - float4 temp_output_1_0_g11776 = staticSwitch29_g11759; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; - float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); - float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); - float4 staticSwitch4_g11776 = appendResult8_g11776; - #else - float4 staticSwitch4_g11776 = temp_output_1_0_g11776; - #endif - float4 temp_output_57_0_g11759 = staticSwitch4_g11776; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; - float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); - float4 staticSwitch32_g11759 = appendResult4_g11799; - #else - float4 staticSwitch32_g11759 = temp_output_57_0_g11759; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11774 = staticSwitch32_g11759; - float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); - float4 staticSwitch33_g11759 = appendResult6_g11774; - #else - float4 staticSwitch33_g11759 = staticSwitch32_g11759; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11775 = staticSwitch33_g11759; - float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); - float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); - float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); - float4 staticSwitch36_g11759 = appendResult8_g11775; - #else - float4 staticSwitch36_g11759 = staticSwitch33_g11759; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11793 = staticSwitch36_g11759; - float4 break2_g11794 = temp_output_1_0_g11793; - float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); - float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); - float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); - float4 staticSwitch30_g11759 = appendResult18_g11793; - #else - float4 staticSwitch30_g11759 = staticSwitch36_g11759; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11771 = staticSwitch30_g11759; - float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; - float4 break12_g11771 = temp_output_1_0_g11771; - float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); - float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); - float4 staticSwitch20_g11759 = appendResult11_g11771; - #else - float4 staticSwitch20_g11759 = staticSwitch30_g11759; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11785 = staticSwitch20_g11759; - float4 break2_g11787 = temp_output_1_0_g11785; - float2 temp_output_65_0_g11785 = shaderPosition235; - float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); - float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); - float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); - float4 staticSwitch17_g11759 = appendResult9_g11785; - #else - float4 staticSwitch17_g11759 = staticSwitch20_g11759; - #endif - float temp_output_39_0_g11759 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11777 = staticSwitch17_g11759; - float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); - float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); - float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch19_g11759 = appendResult6_g11777; - #else - float4 staticSwitch19_g11759 = staticSwitch17_g11759; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11781 = staticSwitch19_g11759; - float4 break2_g11783 = temp_output_1_0_g11781; - float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); - #else - float staticSwitch33_g11781 = _AddHueFade; - #endif - float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); - float4 staticSwitch23_g11759 = appendResult6_g11781; - #else - float4 staticSwitch23_g11759 = staticSwitch19_g11759; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11778 = staticSwitch23_g11759; - float4 break2_g11779 = temp_output_1_0_g11778; - float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); - #else - float3 staticSwitch27_g11778 = temp_output_13_0_g11778; - #endif - float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); - float4 staticSwitch28_g11759 = appendResult21_g11778; - #else - float4 staticSwitch28_g11759 = staticSwitch23_g11759; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11766 = staticSwitch28_g11759; - float4 break2_g11767 = temp_output_1_0_g11766; - float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; - float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); - float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); - float4 staticSwitch38_g11759 = appendResult8_g11766; - #else - float4 staticSwitch38_g11759 = staticSwitch28_g11759; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11768 = staticSwitch38_g11759; - float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; - float temp_output_179_0_g11768 = temp_output_39_0_g11759; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); - #else - float3 staticSwitch187_g11768 = temp_output_82_0_g11768; - #endif - float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); - #else - float2 staticSwitch169_g11768 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); - float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 ); - float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); - float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); - #else - float staticSwitch188_g11768 = temp_output_15_0_g11768.a; - #endif - float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); - float4 staticSwitch12_g11759 = appendResult177_g11768; - #else - float4 staticSwitch12_g11759 = staticSwitch38_g11759; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11796 = staticSwitch12_g11759; - float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; - float temp_output_186_0_g11796 = temp_output_39_0_g11759; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); - #else - float3 staticSwitch199_g11796 = temp_output_82_0_g11796; - #endif - float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11796 = 1.0; - #else - float staticSwitch203_g11796 = temp_output_182_0_g11796; - #endif - float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); - float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); - float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); - #else - float2 staticSwitch157_g11796 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); - float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 ); - float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); - #else - float staticSwitch200_g11796 = lerpResult168_g11796; - #endif - float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); - float4 staticSwitch13_g11759 = appendResult174_g11796; - #else - float4 staticSwitch13_g11759 = staticSwitch12_g11759; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11773 = staticSwitch13_g11759; - float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); - #else - float3 staticSwitch199_g11773 = temp_output_82_0_g11773; - #endif - float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11773 = 1.0; - #else - float staticSwitch203_g11773 = temp_output_182_0_g11773; - #endif - float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); - float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); - float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); - float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); - #else - float staticSwitch200_g11773 = lerpResult168_g11773; - #endif - float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); - float4 staticSwitch48_g11759 = appendResult174_g11773; - #else - float4 staticSwitch48_g11759 = staticSwitch13_g11759; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11760 = staticSwitch48_g11759; - float4 break2_g11761 = temp_output_5_0_g11760; - float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); - float4 staticSwitch46_g11759 = appendResult12_g11760; - #else - float4 staticSwitch46_g11759 = staticSwitch48_g11759; - #endif - float4 temp_output_361_0 = staticSwitch46_g11759; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11801 = temp_output_361_0; - float4 break2_g11802 = temp_output_1_0_g11801; - float temp_output_44_0_g11801 = unity_OrthoParams.y; - float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); - float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11801; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11804 = staticSwitch56; - float4 break2_g11806 = temp_output_1_0_g11804; - float temp_output_34_0_g11804 = shaderTime237; - float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); - float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); - float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); - float4 staticSwitch57 = appendResult27_g11804; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11808 = staticSwitch57; - float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; - float2 temp_output_41_0_g11808 = shaderPosition235; - float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; - float temp_output_40_0_g11808 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); - #else - float2 staticSwitch101_g11838 = temp_output_99_0_g11838; - #endif - float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); - float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); - float4 break2_g11841 = temp_output_1_0_g11838; - float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); - float4 staticSwitch26_g11808 = appendResult7_g11838; - #else - float4 staticSwitch26_g11808 = temp_output_3_0_g11808; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11831 = staticSwitch26_g11808; - float temp_output_59_0_g11831 = temp_output_40_0_g11808; - float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float4 break2_g11833 = temp_output_1_0_g11831; - float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); - float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); - #else - float staticSwitch60_g11831 = _MetalFade; - #endif - float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); - float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); - float4 staticSwitch28_g11808 = appendResult8_g11831; - #else - float4 staticSwitch28_g11808 = staticSwitch26_g11808; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11823 = staticSwitch28_g11808; - float4 break2_g11824 = temp_output_1_0_g11823; - float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); - float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; - float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); - float temp_output_73_0_g11823 = temp_output_40_0_g11808; - float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); - float4 staticSwitch29_g11808 = appendResult26_g11823; - #else - float4 staticSwitch29_g11808 = staticSwitch28_g11808; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11817 = staticSwitch29_g11808; - float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; - float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); - float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; - float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); - float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); - float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); - float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); - float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); - float4 staticSwitch32_g11808 = appendResult43_g11817; - #else - float4 staticSwitch32_g11808 = staticSwitch29_g11808; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; - float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); - float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); - float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11813 = staticSwitch32_g11808; - float4 break2_g11815 = temp_output_1_0_g11813; - float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); - float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); - float4 staticSwitch34_g11808 = appendResult29_g11813; - #else - float4 staticSwitch34_g11808 = staticSwitch32_g11808; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11809 = staticSwitch34_g11808; - float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; - float4 break2_g11811 = temp_output_1_0_g11809; - float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; - float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); - float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); - float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); - #else - float staticSwitch98_g11809 = _ShineFade; - #endif - float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); - float4 staticSwitch36_g11808 = appendResult8_g11809; - #else - float4 staticSwitch36_g11808 = staticSwitch34_g11808; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11844 = temp_output_40_0_g11808; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11844 = staticSwitch36_g11808; - float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; - float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); - float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); - float4 staticSwitch39_g11808 = appendResult27_g11844; - #else - float4 staticSwitch39_g11808 = staticSwitch36_g11808; - #endif - float4 temp_output_10_0_g11848 = staticSwitch39_g11808; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; - float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; - float temp_output_1_0_g11848 = temp_output_40_0_g11808; - float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); - float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); - float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); - float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); - float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); - float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); - float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11848 = hsvTorgb53_g11848; - #else - float3 staticSwitch50_g11848 = lerpResult42_g11848; - #endif - float4 break2_g11850 = temp_output_10_0_g11848; - float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11848 = lerpResult44_g11848; - #else - float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); - #endif - float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); - float4 staticSwitch11_g11848 = appendResult19_g11848; - #else - float4 staticSwitch11_g11848 = temp_output_10_0_g11848; - #endif - float4 temp_output_1_0_g11853 = staticSwitch11_g11848; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11853 = temp_output_1_0_g11853; - float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); - float4 break2_g11854 = temp_output_1_0_g11853; - float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); - float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11853 = hsvTorgb12_g11853; - #else - float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); - #endif - float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); - float4 staticSwitch33_g11853 = appendResult6_g11853; - #else - float4 staticSwitch33_g11853 = temp_output_1_0_g11853; - #endif - float4 temp_output_5_0_g11860 = staticSwitch33_g11853; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11860 = temp_output_5_0_g11860; - float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); - float temp_output_27_0_g11860 = temp_output_40_0_g11808; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); - #else - float2 staticSwitch73_g11860 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11861 = _TextureLayer1Columns; - int Height10_g11861 = _TextureLayer1Rows; - float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11861 = float2( 0,1 ); - float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; - #else - float2 staticSwitch20_g11860 = temp_output_72_0_g11860; - #endif - float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); - float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); - float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); - float4 break2_g11862 = temp_output_5_0_g11860; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); - #else - float3 staticSwitch80_g11860 = temp_output_16_0_g11860; - #endif - float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); - float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); - float4 staticSwitch15_g11860 = appendResult14_g11860; - #else - float4 staticSwitch15_g11860 = temp_output_5_0_g11860; - #endif - float4 temp_output_5_0_g11856 = staticSwitch15_g11860; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11856 = temp_output_5_0_g11856; - float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); - float temp_output_27_0_g11856 = temp_output_40_0_g11808; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); - #else - float2 staticSwitch73_g11856 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11857 = _TextureLayer2Columns; - int Height10_g11857 = _TextureLayer2Rows; - float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11857 = float2( 0,1 ); - float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; - #else - float2 staticSwitch20_g11856 = temp_output_72_0_g11856; - #endif - float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); - float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); - float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); - float4 break2_g11858 = temp_output_5_0_g11856; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); - #else - float3 staticSwitch84_g11856 = temp_output_16_0_g11856; - #endif - float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); - float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); - float4 staticSwitch15_g11856 = appendResult14_g11856; - #else - float4 staticSwitch15_g11856 = temp_output_5_0_g11856; - #endif - float4 temp_output_473_0 = staticSwitch15_g11856; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11864 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11864; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11865 = staticSwitch77; - float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); - float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11865; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11866 = staticSwitch75; - float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; -#ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); - #endif - float2 temp_output_18_0_g11866 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); - float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); - float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); - float4 staticSwitch3_g11866 = appendResult3_g11867; - #else - float4 staticSwitch3_g11866 = temp_output_1_0_g11866; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); - float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; - float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); - float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11875 = staticSwitch3_g11866; - float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); - float4 staticSwitch5_g11866 = appendResult3_g11875; - #else - float4 staticSwitch5_g11866 = staticSwitch3_g11866; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11877 = staticSwitch5_g11866; - float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; - float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); - float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); - float4 staticSwitch8_g11866 = appendResult3_g11877; - #else - float4 staticSwitch8_g11866 = staticSwitch5_g11866; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; - float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); - float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11873 = staticSwitch8_g11866; - float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); - float4 staticSwitch9_g11866 = appendResult3_g11873; - #else - float4 staticSwitch9_g11866 = staticSwitch8_g11866; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11869 = staticSwitch9_g11866; - float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; - float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11869 = rotatedValue136_g11869; - float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); - float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); - float4 staticSwitch11_g11866 = appendResult3_g11869; - #else - float4 staticSwitch11_g11866 = staticSwitch9_g11866; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; - float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11871 = rotatedValue136_g11871; - float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); - float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); - float4 temp_output_1_0_g11871 = staticSwitch11_g11866; - float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); - float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); - float4 staticSwitch15_g11866 = appendResult3_g11871; - #else - float4 staticSwitch15_g11866 = staticSwitch11_g11866; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11879 = staticSwitch15_g11866; - float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; - float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); - float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); - float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); - float4 staticSwitch13_g11866 = appendResult3_g11879; - #else - float4 staticSwitch13_g11866 = staticSwitch15_g11866; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); - #else - float3 staticSwitch16_g11882 = temp_output_3_0_g11882; - #endif - float4 temp_output_1_0_g11882 = staticSwitch13_g11866; - float4 break2_g11884 = temp_output_1_0_g11882; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); - #else - float3 staticSwitch17_g11882 = staticSwitch16_g11882; - #endif - float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); - float4 staticSwitch5_g11881 = appendResult6_g11882; - #else - float4 staticSwitch5_g11881 = staticSwitch13_g11866; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11885 = staticSwitch5_g11881; - float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); - float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); - float4 staticSwitch11_g11881 = appendResult13_g11885; - #else - float4 staticSwitch11_g11881 = staticSwitch5_g11881; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11886 = staticSwitch11_g11881; - float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); - #else - float3 staticSwitch21_g11886 = temp_output_6_0_g11886; - #endif - float4 break2_g11888 = temp_output_1_0_g11886; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); - #else - float3 staticSwitch22_g11886 = staticSwitch21_g11886; - #endif - float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); - float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); - float4 staticSwitch7_g11881 = appendResult9_g11886; - #else - float4 staticSwitch7_g11881 = staticSwitch11_g11881; - #endif - float4 temp_output_2_0_g11889 = staticSwitch7_g11881; - #ifdef _ENABLESHADOW_ON - float4 break4_g11891 = temp_output_2_0_g11889; - float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); - float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11891 = appendResult85_g11889; - float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); - float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); - float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); - float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); - float4 staticSwitch82_g11889 = appendResult18_g11891; - #else - float4 staticSwitch82_g11889 = temp_output_2_0_g11889; - #endif - float4 break4_g11892 = staticSwitch82_g11889; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11750 = 1.0; - #else - float staticSwitch8_g11750 = IN.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11750 = 1.0; - #else - float staticSwitch9_g11750 = staticSwitch8_g11750; - #endif - float customVertexAlpha193 = staticSwitch9_g11750; - float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11892; - float4 temp_output_1_0_g11893 = temp_output_344_0; - float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11893; - #endif - float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11900 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); - float4 staticSwitch6_g11900 = appendResult2_g11900; - #else - float4 staticSwitch6_g11900 = temp_output_7_0_g11900; - #endif - float4 temp_output_340_0 = staticSwitch6_g11900; - - float2 temp_output_11_0_g11901 = finalUV146; - - #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); - float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); - float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); - float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); - #else - float3 staticSwitch13_g11901 = float3(0,0,0); - #endif - - #ifdef _METALLICMAPTOGGLE_ON - float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 ); - float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic ); - #else - float staticSwitch23_g11901 = _Metallic; - #endif - - #ifdef _METALLICMAPTOGGLE_ON - float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r ); - #else - float staticSwitch22_g11901 = _Smoothness; - #endif - - o.Albedo = temp_output_340_0.rgb; - o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity ); - o.Emission = staticSwitch13_g11901; - #if defined(_SPECULAR_SETUP) - o.Specular = fixed3( 0, 0, 0 ); - #else - o.Metallic = staticSwitch23_g11901; - #endif - o.Smoothness = staticSwitch22_g11901; - o.Occlusion = 1; - o.Alpha = temp_output_340_0.a; - float AlphaClipThreshold = 0.0; - float AlphaClipThresholdShadow = 0.5; - float3 BakedGI = 0; - float3 RefractionColor = 1; - float RefractionIndex = 1; - float3 Transmission = 1; - float3 Translucency = 1; - - #ifdef _ALPHATEST_ON - clip( o.Alpha - AlphaClipThreshold ); - #endif - - #ifdef _DEPTHOFFSET_ON - outputDepth = IN.pos.z; - #endif - - #ifndef USING_DIRECTIONAL_LIGHT - fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); - #else - fixed3 lightDir = _WorldSpaceLightPos0.xyz; - #endif - - fixed4 c = 0; - float3 worldN; - worldN.x = dot(IN.tSpace0.xyz, o.Normal); - worldN.y = dot(IN.tSpace1.xyz, o.Normal); - worldN.z = dot(IN.tSpace2.xyz, o.Normal); - worldN = normalize(worldN); - o.Normal = worldN; - - UnityGI gi; - UNITY_INITIALIZE_OUTPUT(UnityGI, gi); - gi.indirect.diffuse = 0; - gi.indirect.specular = 0; - gi.light.color = _LightColor0.rgb; - gi.light.dir = lightDir; - - UnityGIInput giInput; - UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); - giInput.light = gi.light; - giInput.worldPos = worldPos; - giInput.worldViewDir = worldViewDir; - giInput.atten = atten; - #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) - giInput.lightmapUV = IN.lmap; - #else - giInput.lightmapUV = 0.0; - #endif - #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL - giInput.ambient = IN.sh; - #else - giInput.ambient.rgb = 0.0; - #endif - giInput.probeHDR[0] = unity_SpecCube0_HDR; - giInput.probeHDR[1] = unity_SpecCube1_HDR; - #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) - giInput.boxMin[0] = unity_SpecCube0_BoxMin; - #endif - #ifdef UNITY_SPECCUBE_BOX_PROJECTION - giInput.boxMax[0] = unity_SpecCube0_BoxMax; - giInput.probePosition[0] = unity_SpecCube0_ProbePosition; - giInput.boxMax[1] = unity_SpecCube1_BoxMax; - giInput.boxMin[1] = unity_SpecCube1_BoxMin; - giInput.probePosition[1] = unity_SpecCube1_ProbePosition; - #endif - - #if defined(_SPECULAR_SETUP) - LightingStandardSpecular_GI(o, giInput, gi); - #else - LightingStandard_GI( o, giInput, gi ); - #endif - - #ifdef ASE_BAKEDGI - gi.indirect.diffuse = BakedGI; - #endif - - #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) - gi.indirect.diffuse = 0; - #endif - - #if defined(_SPECULAR_SETUP) - c += LightingStandardSpecular (o, worldViewDir, gi); - #else - c += LightingStandard( o, worldViewDir, gi ); - #endif + float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + half4 ambientOrLightmapUV : TEXCOORD3; + UNITY_LIGHTING_COORDS( 4, 5 ) + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_texcoord7 : TEXCOORD7; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; #ifdef ASE_TRANSMISSION - { - float shadow = _TransmissionShadow; - #ifdef DIRECTIONAL - float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); - #else - float3 lightAtten = gi.light.color; - #endif - half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; - c.rgb += o.Albedo * transmission; - } + float _TransmissionShadow; #endif - #ifdef ASE_TRANSLUCENCY - { - float shadow = _TransShadow; - float normal = _TransNormal; - float scattering = _TransScattering; - float direct = _TransDirect; - float ambient = _TransAmbient; - float strength = _TransStrength; + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif - #ifdef DIRECTIONAL - float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; + #endif + uniform float _Smoothness; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11712( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; #else - float3 lightAtten = gi.light.color; + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif - half3 lightDir = gi.light.dir + o.Normal * normal; - half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering ); - half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; - c.rgb += o.Albedo * translucency * strength; + } + + float MyCustomExpression16_g11710( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11668( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11680( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11752( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11754( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11758( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11786( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11797( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11805( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11840( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11825( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11827( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11820( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11818( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11814( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11851( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11878( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11874( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction( appdata v ) + { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) ))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11895 = fixedUV475; + float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11896 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + float temp_output_8_0_g11896 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); + #else + float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11897 = temp_output_8_0_g11896; + float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); + float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); + #else + float2 staticSwitch6_g11896 = staticSwitch4_g11896; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11896 = staticSwitch6_g11896; + #endif + float2 temp_output_424_0 = staticSwitch10_g11896; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord6.xy = v.texcoord.xyzw.xy; + o.ase_texcoord7 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord6.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 normalWS = UnityObjectToWorldNormal( v.normal ); + half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz ); + + o.pos = UnityObjectToClipPos( v.vertex ); + o.worldPos.xyz = positionWS; + o.normalWS = normalWS; + o.tangentWS = half4( tangentWS, v.tangent.w ); + + o.ambientOrLightmapUV = 0; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #elif UNITY_SHOULD_SAMPLE_SH + #ifdef VERTEXLIGHT_ON + o.ambientOrLightmapUV.rgb += Shade4PointLights( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, positionWS, normalWS ); + #endif + o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb ); + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.tangentWS.zw = v.texcoord.xy; + o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + #if defined( ASE_FOG ) + UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS( o, o.pos ); + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half4 tangent : TANGENT; + half3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); } #endif - //#ifdef ASE_REFRACTION - // float4 projScreenPos = ScreenPos / ScreenPos.w; - // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); - // projScreenPos.xy += refractionOffset.xy; - // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; - // color.rgb = lerp( refraction, color.rgb, color.a ); - // color.a = 1; - //#endif + half4 frag( v2f IN + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); - c.rgb += o.Emission; + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif - #ifdef ASE_FOG - UNITY_APPLY_FOG(IN.fogCoord, c); + #if defined(ASE_LIGHTING_SIMPLE) + SurfaceOutput o = (SurfaceOutput)0; + #else + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + #endif + + half atten; + { + #if defined( ASE_RECEIVE_SHADOWS ) + UNITY_LIGHT_ATTENUATION( temp, IN, IN.worldPos.xyz ) + atten = temp; + #else + atten = 1; + #endif + } + + float3 PositionWS = IN.worldPos.xyz; + half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) ); + float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + half3 NormalWS = IN.normalWS; + half3 TangentWS = IN.tangentWS.xyz; + half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w; + half3 LightAtten = atten; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif + + float2 texCoord363 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) ))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11667 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11668 = _WindMinIntensity; + #else + float staticSwitch117_g11668 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11668 = _WindMaxIntensity; + #else + float staticSwitch118_g11668 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11668 = _WindXPosition; + #else + float staticSwitch111_g11668 = transform62_g11668.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11668 = _WindNoiseScale; + #else + float staticSwitch113_g11668 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11668 = WindTime; + #endif + float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); + float x101_g11668 = temp_output_50_0_g11668; + float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); + float2 temp_cast_0 = (temp_output_50_0_g11668).xx; + float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11668 = simplePerlin2D121_g11668; + #else + float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); + #endif + float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); + float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; + float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); + float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); + float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); + float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; + #else + float2 staticSwitch4_g11667 = temp_output_3_0_g11667; + #endif + float2 texCoord435 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); #endif - return c; - } + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (IN.ase_texcoord7.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (IN.ase_texcoord7.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11669 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11667; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11672 = shaderPosition235; + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11672 = rotatedValue136_g11672; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11677 = unity_OrthoParams.y; + float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11677 ); + float2 temp_cast_4 = (temp_output_8_0_g11677).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11677).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); + float2 appendResult10_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11678 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11678 = appendResult2_g11678; + #else + float2 staticSwitch9_g11678 = ( float2( 100,100 ) / appendResult10_g11678 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11678.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11675 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11675; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11716 = staticSwitch62; + float2 temp_output_26_0_g11716 = shaderPosition235; + float temp_output_25_0_g11716 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); + float2 appendResult10_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11725 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11725 = appendResult2_g11725; + #else + float2 staticSwitch9_g11725 = ( float2( 100,100 ) / appendResult10_g11725 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord6.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); + #else + float staticSwitch29_g11723 = _UVDistortFade; + #endif + float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * staticSwitch9_g11725 * staticSwitch29_g11723 ) ); + #else + float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11722 = staticSwitch5_g11716; + float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11716 = staticSwitch5_g11716; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; + #else + float2 staticSwitch9_g11716 = staticSwitch7_g11716; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; + #else + float2 staticSwitch16_g11716 = staticSwitch9_g11716; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); + #else + float2 staticSwitch14_g11716 = staticSwitch16_g11716; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11716 = clampResult46_g11718; + #else + float2 staticSwitch4_g11716 = staticSwitch14_g11716; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11716 = staticSwitch4_g11716; + #endif + float2 temp_output_1_0_g11727 = staticSwitch24_g11716; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); + #else + float staticSwitch18_g11727 = temp_output_7_0_g11727; + #endif + float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); + float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); + #else + float2 staticSwitch13_g11727 = temp_output_1_0_g11727; + #endif + float2 temp_output_484_0 = staticSwitch13_g11727; + float2 texCoord131 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord6.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11728 = staticSwitch485; + float2 break11_g11728 = float2( 0,0 ); + float2 break10_g11728 = float2( 1,1 ); + float2 break9_g11728 = spriteRectMin376; + float2 break8_g11728 = spriteRectMax377; + float2 appendResult15_g11728 = (float2( (break9_g11728.x + ( break14_g11728.x - break11_g11728.x ) * ( break8_g11728.x - break9_g11728.x ) / ( break10_g11728.x - break11_g11728.x ) ) , (break9_g11728.y + ( break14_g11728.y - break11_g11728.y ) * ( break8_g11728.y - break9_g11728.y ) / ( break10_g11728.y - break11_g11728.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11730 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11731 = _MainTex; + float4 textureTexelSize3_g11731 = _MainTex_TexelSize; + float2 uvs3_g11731 = temp_output_1_0_g11730; + float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); + float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; + #else + float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11742 = temp_output_10_0_g11732; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11733 = temp_output_10_0_g11732; + float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); + float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); + float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; + float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); + float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); + float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; + float temp_output_2_0_g11739 = temp_output_10_0_g11732; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float temp_output_2_0_g11736 = temp_output_10_0_g11732; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11730 = staticSwitch8_g11730; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; + float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); + float temp_output_2_0_g11746 = _SharpenOffset; + float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; + float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; + float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); + float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); + float4 staticSwitch12_g11730 = appendResult24_g11745; + #else + float4 staticSwitch12_g11730 = staticSwitch3_g11730; + #endif + float4 temp_output_471_0 = staticSwitch12_g11730; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11749 = temp_output_471_0; + float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); + float4 staticSwitch354 = appendResult8_g11749; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11750 = originalColor191; + float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float2 temp_output_7_0_g11750 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); + float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); + float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); + float4 staticSwitch2_g11750 = appendResult31_g11751; + #else + float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11753 = staticSwitch2_g11750; + float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; + float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); + float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); + float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11750 = appendResult13_g11753; + #else + float4 staticSwitch3_g11750 = staticSwitch2_g11750; + #endif + float4 temp_output_1_0_g11755 = staticSwitch3_g11750; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; + float2 appendResult4_g11756 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); + float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); + float4 staticSwitch2_g11755 = appendResult42_g11756; + #else + float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11757 = finalUV146; + float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); + float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); + float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); + float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); + float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); + #else + float4 staticSwitch6_g11755 = staticSwitch2_g11755; + #endif + float4 temp_output_3_0_g11759 = staticSwitch6_g11755; + float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; + float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); + float2 temp_output_1_0_g11759 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch81_g11791 = appendResult91_g11791; + #endif + float3 break82_g11791 = (staticSwitch81_g11791).xyz; + float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); + float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); + float4 break2_g11792 = temp_output_1_0_g11791; + float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); + float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); + float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch43_g11759 = appendResult30_g11791; + #else + float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11789 = staticSwitch43_g11759; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch62_g11789 = temp_output_1_0_g11789; + #endif + float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); + float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.8333333 ) + ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.6666667 ) + ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11789 = ifLocalVar46_g11789; + float4 ifLocalVar47_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.3333333 ) + ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.1666667 ) + ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11789 = ifLocalVar47_g11789; + float4 ifLocalVar35_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.5 ) + ifLocalVar35_g11789 = ifLocalVar44_g11789; + else + ifLocalVar35_g11789 = ifLocalVar45_g11789; + float4 break55_g11789 = ifLocalVar35_g11789; + float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); + float4 break2_g11790 = temp_output_1_0_g11789; + float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); + float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); + float4 staticSwitch9_g11759 = appendResult30_g11789; + #else + float4 staticSwitch9_g11759 = staticSwitch43_g11759; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11763 = staticSwitch9_g11759; + float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; + float3 In115_g11763 = temp_output_2_0_g11763; + float3 From115_g11763 = (_ColorReplaceFromColor).rgb; + float4 break2_g11764 = temp_output_1_0_g11763; + float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11763 = _ColorReplaceSmoothness; + float Range115_g11763 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); + float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); + float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); + float4 staticSwitch29_g11759 = appendResult4_g11763; + #else + float4 staticSwitch29_g11759 = staticSwitch9_g11759; + #endif + float4 temp_output_1_0_g11776 = staticSwitch29_g11759; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; + float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); + float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); + float4 staticSwitch4_g11776 = appendResult8_g11776; + #else + float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + #endif + float4 temp_output_57_0_g11759 = staticSwitch4_g11776; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); + float4 staticSwitch32_g11759 = appendResult4_g11799; + #else + float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11774 = staticSwitch32_g11759; + float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); + float4 staticSwitch33_g11759 = appendResult6_g11774; + #else + float4 staticSwitch33_g11759 = staticSwitch32_g11759; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11775 = staticSwitch33_g11759; + float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); + float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); + float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); + float4 staticSwitch36_g11759 = appendResult8_g11775; + #else + float4 staticSwitch36_g11759 = staticSwitch33_g11759; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11793 = staticSwitch36_g11759; + float4 break2_g11794 = temp_output_1_0_g11793; + float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); + float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); + float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); + float4 staticSwitch30_g11759 = appendResult18_g11793; + #else + float4 staticSwitch30_g11759 = staticSwitch36_g11759; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11771 = staticSwitch30_g11759; + float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; + float4 break12_g11771 = temp_output_1_0_g11771; + float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); + float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); + float4 staticSwitch20_g11759 = appendResult11_g11771; + #else + float4 staticSwitch20_g11759 = staticSwitch30_g11759; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11785 = staticSwitch20_g11759; + float4 break2_g11787 = temp_output_1_0_g11785; + float2 temp_output_65_0_g11785 = shaderPosition235; + float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); + float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); + float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); + float4 staticSwitch17_g11759 = appendResult9_g11785; + #else + float4 staticSwitch17_g11759 = staticSwitch20_g11759; + #endif + float temp_output_39_0_g11759 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11777 = staticSwitch17_g11759; + float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); + float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); + float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch19_g11759 = appendResult6_g11777; + #else + float4 staticSwitch19_g11759 = staticSwitch17_g11759; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11781 = staticSwitch19_g11759; + float4 break2_g11783 = temp_output_1_0_g11781; + float2 uv_AddHueMask = IN.ase_texcoord6.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); + #else + float staticSwitch33_g11781 = _AddHueFade; + #endif + float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); + float4 staticSwitch23_g11759 = appendResult6_g11781; + #else + float4 staticSwitch23_g11759 = staticSwitch19_g11759; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11778 = staticSwitch23_g11759; + float4 break2_g11779 = temp_output_1_0_g11778; + float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord6.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); + #else + float3 staticSwitch27_g11778 = temp_output_13_0_g11778; + #endif + float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); + float4 staticSwitch28_g11759 = appendResult21_g11778; + #else + float4 staticSwitch28_g11759 = staticSwitch23_g11759; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11766 = staticSwitch28_g11759; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; + float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); + float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch38_g11759 = appendResult8_g11766; + #else + float4 staticSwitch38_g11759 = staticSwitch28_g11759; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11768 = staticSwitch38_g11759; + float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; + float temp_output_179_0_g11768 = temp_output_39_0_g11759; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); + #else + float3 staticSwitch187_g11768 = temp_output_82_0_g11768; + #endif + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11768 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); + float2 appendResult10_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11769 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11769 = appendResult2_g11769; + #else + float2 staticSwitch9_g11769 = ( float2( 100,100 ) / appendResult10_g11769 ); + #endif + float2 temp_output_25_0_g11768 = staticSwitch9_g11769; + float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); + float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); + #else + float staticSwitch188_g11768 = temp_output_15_0_g11768.a; + #endif + float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); + float4 staticSwitch12_g11759 = appendResult177_g11768; + #else + float4 staticSwitch12_g11759 = staticSwitch38_g11759; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11796 = staticSwitch12_g11759; + float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; + float temp_output_186_0_g11796 = temp_output_39_0_g11759; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); + #else + float3 staticSwitch199_g11796 = temp_output_82_0_g11796; + #endif + float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11796 = 1.0; + #else + float staticSwitch203_g11796 = temp_output_182_0_g11796; + #endif + float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); + float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); + float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11796 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); + float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11798 = appendResult2_g11798; + #else + float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 ); + #endif + float2 temp_output_25_0_g11796 = staticSwitch9_g11798; + float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); + #else + float staticSwitch200_g11796 = lerpResult168_g11796; + #endif + float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); + float4 staticSwitch13_g11759 = appendResult174_g11796; + #else + float4 staticSwitch13_g11759 = staticSwitch12_g11759; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11773 = staticSwitch13_g11759; + float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); + #else + float3 staticSwitch199_g11773 = temp_output_82_0_g11773; + #endif + float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11773 = 1.0; + #else + float staticSwitch203_g11773 = temp_output_182_0_g11773; + #endif + float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); + float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); + float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); + float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); + #else + float staticSwitch200_g11773 = lerpResult168_g11773; + #endif + float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); + float4 staticSwitch48_g11759 = appendResult174_g11773; + #else + float4 staticSwitch48_g11759 = staticSwitch13_g11759; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11760 = staticSwitch48_g11759; + float4 break2_g11761 = temp_output_5_0_g11760; + float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); + float4 staticSwitch46_g11759 = appendResult12_g11760; + #else + float4 staticSwitch46_g11759 = staticSwitch48_g11759; + #endif + float4 temp_output_361_0 = staticSwitch46_g11759; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11801 = temp_output_361_0; + float4 break2_g11802 = temp_output_1_0_g11801; + float temp_output_44_0_g11801 = unity_OrthoParams.y; + float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); + float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11801; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11804 = staticSwitch56; + float4 break2_g11806 = temp_output_1_0_g11804; + float temp_output_34_0_g11804 = shaderTime237; + float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); + float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); + float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); + float4 staticSwitch57 = appendResult27_g11804; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11808 = staticSwitch57; + float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; + float2 temp_output_41_0_g11808 = shaderPosition235; + float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; + float temp_output_40_0_g11808 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); + #else + float2 staticSwitch101_g11838 = temp_output_99_0_g11838; + #endif + float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); + float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); + float4 break2_g11841 = temp_output_1_0_g11838; + float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); + float4 staticSwitch26_g11808 = appendResult7_g11838; + #else + float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11831 = staticSwitch26_g11808; + float temp_output_59_0_g11831 = temp_output_40_0_g11808; + float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float4 break2_g11833 = temp_output_1_0_g11831; + float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord6.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); + #else + float staticSwitch60_g11831 = _MetalFade; + #endif + float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); + float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); + float4 staticSwitch28_g11808 = appendResult8_g11831; + #else + float4 staticSwitch28_g11808 = staticSwitch26_g11808; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11823 = staticSwitch28_g11808; + float4 break2_g11824 = temp_output_1_0_g11823; + float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); + float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; + float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); + float temp_output_73_0_g11823 = temp_output_40_0_g11808; + float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); + float4 staticSwitch29_g11808 = appendResult26_g11823; + #else + float4 staticSwitch29_g11808 = staticSwitch28_g11808; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11817 = staticSwitch29_g11808; + float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; + float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); + float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; + float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); + float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); + float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); + float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); + float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch32_g11808 = appendResult43_g11817; + #else + float4 staticSwitch32_g11808 = staticSwitch29_g11808; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; + float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); + float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); + float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11813 = staticSwitch32_g11808; + float4 break2_g11815 = temp_output_1_0_g11813; + float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); + float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); + float4 staticSwitch34_g11808 = appendResult29_g11813; + #else + float4 staticSwitch34_g11808 = staticSwitch32_g11808; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11809 = staticSwitch34_g11808; + float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; + float4 break2_g11811 = temp_output_1_0_g11809; + float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; + float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord6.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); + #else + float staticSwitch98_g11809 = _ShineFade; + #endif + float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); + float4 staticSwitch36_g11808 = appendResult8_g11809; + #else + float4 staticSwitch36_g11808 = staticSwitch34_g11808; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11844 = temp_output_40_0_g11808; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11844 = staticSwitch36_g11808; + float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; + float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); + float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); + float4 staticSwitch39_g11808 = appendResult27_g11844; + #else + float4 staticSwitch39_g11808 = staticSwitch36_g11808; + #endif + float4 temp_output_10_0_g11848 = staticSwitch39_g11808; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; + float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; + float temp_output_1_0_g11848 = temp_output_40_0_g11808; + float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); + float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); + float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); + float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); + float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11848 = hsvTorgb53_g11848; + #else + float3 staticSwitch50_g11848 = lerpResult42_g11848; + #endif + float4 break2_g11850 = temp_output_10_0_g11848; + float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11848 = lerpResult44_g11848; + #else + float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); + #endif + float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); + float4 staticSwitch11_g11848 = appendResult19_g11848; + #else + float4 staticSwitch11_g11848 = temp_output_10_0_g11848; + #endif + float4 temp_output_1_0_g11853 = staticSwitch11_g11848; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11853 = temp_output_1_0_g11853; + float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11853 = hsvTorgb12_g11853; + #else + float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); + float4 staticSwitch33_g11853 = appendResult6_g11853; + #else + float4 staticSwitch33_g11853 = temp_output_1_0_g11853; + #endif + float4 temp_output_5_0_g11860 = staticSwitch33_g11853; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11860 = temp_output_5_0_g11860; + float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); + float temp_output_27_0_g11860 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); + #else + float2 staticSwitch73_g11860 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11861 = _TextureLayer1Columns; + int Height10_g11861 = _TextureLayer1Rows; + float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11861 = float2( 0,1 ); + float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; + #else + float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + #endif + float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); + float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); + float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); + float4 break2_g11862 = temp_output_5_0_g11860; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); + #else + float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + #endif + float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); + float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); + float4 staticSwitch15_g11860 = appendResult14_g11860; + #else + float4 staticSwitch15_g11860 = temp_output_5_0_g11860; + #endif + float4 temp_output_5_0_g11856 = staticSwitch15_g11860; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11856 = temp_output_5_0_g11856; + float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); + float temp_output_27_0_g11856 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); + #else + float2 staticSwitch73_g11856 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11857 = _TextureLayer2Columns; + int Height10_g11857 = _TextureLayer2Rows; + float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11857 = float2( 0,1 ); + float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; + #else + float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + #endif + float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); + float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); + float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); + float4 break2_g11858 = temp_output_5_0_g11856; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); + #else + float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + #endif + float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); + float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); + float4 staticSwitch15_g11856 = appendResult14_g11856; + #else + float4 staticSwitch15_g11856 = temp_output_5_0_g11856; + #endif + float4 temp_output_473_0 = staticSwitch15_g11856; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11864 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11864; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11865 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); + float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11865; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11866 = staticSwitch75; + float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11866 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); + float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); + float4 staticSwitch3_g11866 = appendResult3_g11867; + #else + float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; + float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); + float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11875 = staticSwitch3_g11866; + float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); + float4 staticSwitch5_g11866 = appendResult3_g11875; + #else + float4 staticSwitch5_g11866 = staticSwitch3_g11866; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11877 = staticSwitch5_g11866; + float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; + float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); + float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); + float4 staticSwitch8_g11866 = appendResult3_g11877; + #else + float4 staticSwitch8_g11866 = staticSwitch5_g11866; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; + float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); + float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11873 = staticSwitch8_g11866; + float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); + float4 staticSwitch9_g11866 = appendResult3_g11873; + #else + float4 staticSwitch9_g11866 = staticSwitch8_g11866; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11869 = staticSwitch9_g11866; + float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; + float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11869 = rotatedValue136_g11869; + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); + float4 staticSwitch11_g11866 = appendResult3_g11869; + #else + float4 staticSwitch11_g11866 = staticSwitch9_g11866; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; + float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11871 = rotatedValue136_g11871; + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); + float4 temp_output_1_0_g11871 = staticSwitch11_g11866; + float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); + float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); + float4 staticSwitch15_g11866 = appendResult3_g11871; + #else + float4 staticSwitch15_g11866 = staticSwitch11_g11866; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11879 = staticSwitch15_g11866; + float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; + float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); + float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); + float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); + float4 staticSwitch13_g11866 = appendResult3_g11879; + #else + float4 staticSwitch13_g11866 = staticSwitch15_g11866; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord6.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); + #else + float3 staticSwitch16_g11882 = temp_output_3_0_g11882; + #endif + float4 temp_output_1_0_g11882 = staticSwitch13_g11866; + float4 break2_g11884 = temp_output_1_0_g11882; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11882 = staticSwitch16_g11882; + #endif + float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); + float4 staticSwitch5_g11881 = appendResult6_g11882; + #else + float4 staticSwitch5_g11881 = staticSwitch13_g11866; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11885 = staticSwitch5_g11881; + float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); + float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); + float4 staticSwitch11_g11881 = appendResult13_g11885; + #else + float4 staticSwitch11_g11881 = staticSwitch5_g11881; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11886 = staticSwitch11_g11881; + float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord6.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); + #else + float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + #endif + float4 break2_g11888 = temp_output_1_0_g11886; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); + #else + float3 staticSwitch22_g11886 = staticSwitch21_g11886; + #endif + float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); + float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); + float4 staticSwitch7_g11881 = appendResult9_g11886; + #else + float4 staticSwitch7_g11881 = staticSwitch11_g11881; + #endif + float4 temp_output_2_0_g11889 = staticSwitch7_g11881; + #ifdef _ENABLESHADOW_ON + float4 break4_g11891 = temp_output_2_0_g11889; + float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); + float2 appendResult10_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11890 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11890 = appendResult2_g11890; + #else + float2 staticSwitch9_g11890 = ( float2( 100,100 ) / appendResult10_g11890 ); + #endif + float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11890 * _ShadowOffset ) ) ).a ))); + float4 break6_g11891 = appendResult85_g11889; + float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); + float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); + float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); + float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); + float4 staticSwitch82_g11889 = appendResult18_g11891; + #else + float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + #endif + float4 break4_g11892 = staticSwitch82_g11889; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11750 = 1.0; + #else + float staticSwitch8_g11750 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11750 = 1.0; + #else + float staticSwitch9_g11750 = staticSwitch8_g11750; + #endif + float customVertexAlpha193 = staticSwitch9_g11750; + float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11892; + float4 temp_output_1_0_g11893 = temp_output_344_0; + float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11893; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11900 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); + float4 staticSwitch6_g11900 = appendResult2_g11900; + #else + float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #endif + float4 temp_output_340_0 = staticSwitch6_g11900; + + float2 temp_output_11_0_g11901 = finalUV146; + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 ); + float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic ); + #else + float staticSwitch23_g11901 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r ); + #else + float staticSwitch22_g11901 = _Smoothness; + #endif + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); + float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); + float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); + #else + float3 staticSwitch13_g11901 = float3( 0, 0, 0 ); + #endif + + + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity ); + + half3 Specular = half3( 0, 0, 0 ); + half Metallic = staticSwitch23_g11901; + half Smoothness = staticSwitch22_g11901; + half Occlusion = 1; + + #if defined(ASE_LIGHTING_SIMPLE) + o.Specular = Specular.x; + o.Gloss = Smoothness; + #else + #if defined(_SPECULAR_SETUP) + o.Specular = Specular; + #else + o.Metallic = Metallic; + #endif + o.Occlusion = Occlusion; + o.Smoothness = Smoothness; + #endif + + o.Emission = staticSwitch13_g11901; + o.Alpha = temp_output_340_0.a; + half AlphaClipThreshold = 0.0; + half AlphaClipThresholdShadow = 0.5; + half3 BakedGI = 0; + half3 Transmission = 1; + half3 Translucency = 1; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #if defined( ASE_CHANGES_WORLD_POS ) + { + #if defined( ASE_RECEIVE_SHADOWS ) + UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS ) + LightAtten = temp; + #else + LightAtten = 1; + #endif + } + #endif + + #if ( ASE_FRAGMENT_NORMAL == 0 ) + o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS ); + #elif ( ASE_FRAGMENT_NORMAL == 1 ) + o.Normal = UnityObjectToWorldNormal( o.Normal ); + #elif ( ASE_FRAGMENT_NORMAL == 2 ) + // @diogo: already in world-space; do nothing + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) ); + #else + half3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = PositionWS; + giInput.worldViewDir = ViewDirWS; + giInput.atten = atten; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.ambientOrLightmapUV; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.ambientOrLightmapUV.rgb; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + #if defined(_SPECULAR_SETUP) + LightingBlinnPhong_GI(o, giInput, gi); + #else + LightingLambert_GI(o, giInput, gi); + #endif + #else + #if defined(_SPECULAR_SETUP) + LightingStandardSpecular_GI(o, giInput, gi); + #else + LightingStandard_GI(o, giInput, gi); + #endif + #endif + + #ifdef ASE_BAKEDGI + gi.indirect.diffuse = BakedGI; + #endif + + #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) + gi.indirect.diffuse = 0; + #endif + + half4 c = 0; + #if defined(ASE_LIGHTING_SIMPLE) + #if defined(_SPECULAR_SETUP) + c += LightingBlinnPhong (o, ViewDirWS, gi); + #else + c += LightingLambert( o, gi ); + #endif + #else + #if defined(_SPECULAR_SETUP) + c += LightingStandardSpecular (o, ViewDirWS, gi); + #else + c += LightingStandard(o, ViewDirWS, gi); + #endif + #endif + + #ifdef ASE_TRANSMISSION + { + half shadow = _TransmissionShadow; + #ifdef DIRECTIONAL + half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + half3 lightAtten = gi.light.color; + #endif + half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; + c.rgb += o.Albedo * transmission; + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + half shadow = _TransShadow; + half normal = _TransNormal; + half scattering = _TransScattering; + half direct = _TransDirect; + half ambient = _TransAmbient; + half strength = _TransStrength; + + #ifdef DIRECTIONAL + half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + half3 lightAtten = gi.light.color; + #endif + half3 lightDir = gi.light.dir + o.Normal * normal; + half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering ); + half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; + c.rgb += o.Albedo * translucency * strength; + } + #endif + + c.rgb += o.Emission; + + #if defined( ASE_FOG ) + UNITY_EXTRACT_FOG_FROM_WORLD_POS( IN ); + UNITY_APPLY_FOG(_unity_fogCoord, c.rgb); + #endif + return c; + } ENDCG } @@ -3836,3092 +3923,3159 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU" Blend SrcAlpha One CGPROGRAM - #define _ALPHABLEND_ON 1 - #define UNITY_STANDARD_USE_DITHER_MASK 1 - #define ASE_NEEDS_FRAG_SHADOWCOORDS - #pragma multi_compile_instancing - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_ON 1 - #define ASE_VERSION 19801 + #define ASE_GEOMETRY + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG + #define ASE_VERSION 19905 - #pragma vertex vert - #pragma fragment frag - #pragma skip_variants INSTANCING_ON - #pragma multi_compile_fwdadd_fullshadows - #ifndef UNITY_PASS_FORWARDADD - #define UNITY_PASS_FORWARDADD - #endif - #include "HLSLSupport.cginc" - #if !defined( UNITY_INSTANCED_LOD_FADE ) - #define UNITY_INSTANCED_LOD_FADE - #endif - #if !defined( UNITY_INSTANCED_SH ) - #define UNITY_INSTANCED_SH - #endif - #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) - #define UNITY_INSTANCED_LIGHTMAPSTS - #endif - #include "UnityShaderVariables.cginc" - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "UnityPBSLighting.cginc" - #include "AutoLight.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants INSTANCING_ON + #pragma multi_compile_fwdadd_fullshadows + #ifndef UNITY_PASS_FORWARDADD + #define UNITY_PASS_FORWARDADD + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" - #include "UnityStandardUtils.cginc" - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_SCREEN_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON - #pragma shader_feature _METALLICMAPTOGGLE_ON + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif - struct appdata { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - struct v2f { - #if UNITY_VERSION >= 201810 - UNITY_POSITION(pos); - #else + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { float4 pos : SV_POSITION; - #endif - #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_LIGHTING_COORDS(1,2) - #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if UNITY_VERSION >= 201710 - UNITY_SHADOW_COORDS(1) - #else - SHADOW_COORDS(1) - #endif - #endif - #ifdef ASE_FOG - UNITY_FOG_COORDS(3) - #endif - float4 tSpace0 : TEXCOORD5; - float4 tSpace1 : TEXCOORD6; - float4 tSpace2 : TEXCOORD7; - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - float4 screenPos : TEXCOORD8; - #endif - float4 ase_texcoord9 : TEXCOORD9; - float4 ase_texcoord10 : TEXCOORD10; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishStretch; - #endif - #ifdef _ENABLESCREENTILING_ON - uniform float2 _ScreenTilingScale; - uniform float2 _ScreenTilingOffset; - uniform float _ScreenTilingPixelsPerUnit; - #endif - uniform sampler2D _MainTex; - float4 _MainTex_TexelSize; - #ifdef _ENABLEWORLDTILING_ON - uniform float2 _WorldTilingScale; - uniform float2 _WorldTilingOffset; - uniform float _WorldTilingPixelsPerUnit; - #endif - #ifdef _SPRITESHEETFIX_ON - uniform float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishFade; - uniform float _SquishFlip; - uniform float _SquishSquish; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - uniform float _TimeValue; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - uniform float UnscaledTime; - #endif - #ifdef _TOGGLETIMESPEED_ON - uniform float _TimeSpeed; - #endif - #ifdef _TOGGLETIMEFPS_ON - uniform float _TimeFPS; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - uniform float _TimeFrequency; - uniform float _TimeRange; - #endif - #ifdef _ENABLESINEMOVE_ON - uniform float2 _SineMoveFrequency; - uniform float2 _SineMoveOffset; - uniform float _SineMoveFade; - #endif - #ifdef _ENABLEVIBRATE_ON - uniform float _VibrateFrequency; - uniform float _VibrateOffset; - uniform float _VibrateFade; - uniform float _VibrateRotation; - #endif - #ifdef _ENABLESINESCALE_ON - uniform float _SineScaleFrequency; - uniform float2 _SineScaleFactor; - #endif - uniform float _FadingFade; - #ifdef _SHADERFADING_MASK - uniform sampler2D _FadingMask; - uniform float4 _FadingMask_ST; - #endif - uniform float _FadingWidth; - uniform sampler2D _UberNoiseTexture; - uniform float _PixelsPerUnit; - #ifdef _SHADERSPACE_UI_GRAPHIC - uniform float _RectWidth; - uniform float _RectHeight; - #endif - uniform float _ScreenWidthUnits; - uniform float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - uniform float2 _FadingPosition; - uniform float _FadingNoiseFactor; - #endif - #ifdef _ENABLEWIND_ON - uniform float _WindRotationWindFactor; - uniform float WindMinIntensity; - uniform float _WindMinIntensity; - uniform float WindMaxIntensity; - uniform float _WindMaxIntensity; - uniform float _WindXPosition; - uniform float WindNoiseScale; - uniform float _WindNoiseScale; - uniform float WindTime; - uniform float _WindNoiseSpeed; - uniform float _WindRotation; - uniform float _WindMaxRotation; - uniform float _WindFlip; - uniform float _WindSquishFactor; - uniform float _WindSquishWindFactor; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - uniform float _FullDistortionFade; - uniform float2 _FullDistortionNoiseScale; - uniform float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - uniform float2 _DirectionalDistortionDistortionScale; - uniform float _DirectionalDistortionRandomDirection; - uniform float2 _DirectionalDistortionDistortion; - uniform float _DirectionalDistortionInvert; - uniform float _DirectionalDistortionRotation; - uniform float _DirectionalDistortionFade; - uniform float2 _DirectionalDistortionNoiseScale; - uniform float _DirectionalDistortionNoiseFactor; - uniform float _DirectionalDistortionWidth; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float _HologramDistortionSpeed; - uniform float _HologramDistortionDensity; - uniform float _HologramDistortionScale; - uniform float _HologramDistortionOffset; - uniform float _HologramFade; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float2 _GlitchDistortionSpeed; - uniform float2 _GlitchDistortionScale; - uniform float2 _GlitchDistortion; - uniform float2 _GlitchMaskSpeed; - uniform float2 _GlitchMaskScale; - uniform float _GlitchMaskMin; - uniform float _GlitchFade; - #endif - #ifdef _ENABLEUVDISTORT_ON - uniform float2 _UVDistortFrom; - uniform float2 _UVDistortTo; - uniform float2 _UVDistortSpeed; - uniform float2 _UVDistortNoiseScale; - uniform float _UVDistortFade; - uniform sampler2D _UVDistortMask; - uniform float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESQUEEZE_ON - uniform float2 _SqueezeCenter; - uniform float _SqueezePower; - uniform float2 _SqueezeScale; - uniform float _SqueezeFade; - #endif - #ifdef _ENABLESINEROTATE_ON - uniform float _SineRotateFrequency; - uniform float _SineRotateAngle; - uniform float _SineRotateFade; - uniform float2 _SineRotatePivot; - #endif - #ifdef _ENABLEUVROTATE_ON - uniform float _UVRotateSpeed; - uniform float2 _UVRotatePivot; - #endif - #ifdef _ENABLEUVSCROLL_ON - uniform float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEPIXELATE_ON - uniform float _PixelatePixelDensity; - uniform float _PixelatePixelsPerUnit; - uniform float _PixelateFade; - #endif - #ifdef _ENABLEUVSCALE_ON - uniform float2 _UVScalePivot; - uniform float2 _UVScaleScale; - #endif - #ifdef _ENABLEWIGGLE_ON - uniform float _WiggleFrequency; - uniform float _WiggleSpeed; - uniform float _WiggleOffset; - uniform float _WiggleFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - uniform float _GaussianBlurOffset; - uniform float _GaussianBlurFade; - #endif - #ifdef _ENABLESHARPEN_ON - uniform float _SharpenOffset; - uniform float _SharpenFactor; - uniform float _SharpenFade; - #endif - #ifdef _ENABLESMOKE_ON - uniform float _SmokeVertexSeed; - uniform float _SmokeNoiseScale; - uniform float _SmokeNoiseFactor; - uniform float _SmokeSmoothness; - uniform float _SmokeDarkEdge; - uniform float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - uniform sampler2D _CustomFadeFadeMask; - uniform float2 _CustomFadeNoiseScale; - uniform float _CustomFadeNoiseFactor; - uniform float _CustomFadeSmoothness; - uniform float _CustomFadeAlpha; - #endif - #ifdef _ENABLECHECKERBOARD_ON - uniform float _CheckerboardDarken; - uniform float _CheckerboardTiling; - #endif - #ifdef _ENABLEFLAME_ON - uniform float2 _FlameSpeed; - uniform float2 _FlameNoiseScale; - uniform float _FlameNoiseHeightFactor; - uniform float _FlameNoiseFactor; - uniform float _FlameRadius; - uniform float _FlameSmooth; - uniform float _FlameBrightness; - #endif - #ifdef _ENABLERECOLORRGB_ON - uniform float4 _RecolorRGBRedTint; - uniform sampler2D _RecolorRGBTexture; - uniform float4 _RecolorRGBGreenTint; - uniform float4 _RecolorRGBBlueTint; - uniform float _RecolorRGBFade; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - uniform sampler2D _RecolorRGBYCPTexture; - uniform float4 _RecolorRGBYCPPurpleTint; - uniform float4 _RecolorRGBYCPBlueTint; - uniform float4 _RecolorRGBYCPCyanTint; - uniform float4 _RecolorRGBYCPGreenTint; - uniform float4 _RecolorRGBYCPYellowTint; - uniform float4 _RecolorRGBYCPRedTint; - uniform float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLECOLORREPLACE_ON - uniform float4 _ColorReplaceFromColor; - uniform float _ColorReplaceContrast; - uniform float4 _ColorReplaceToColor; - uniform float _ColorReplaceSmoothness; - uniform float _ColorReplaceRange; - uniform float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - uniform float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - uniform float _Contrast; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - uniform float _Brightness; - #endif - #ifdef _ENABLEHUE_ON - uniform float _Hue; - #endif - #ifdef _ENABLESPLITTONING_ON - uniform float4 _SplitToningShadowsColor; - uniform float4 _SplitToningHighlightsColor; - uniform float _SplitToningShift; - uniform float _SplitToningBalance; - uniform float _SplitToningContrast; - uniform float _SplitToningFade; - #endif - #ifdef _ENABLEBLACKTINT_ON - uniform float4 _BlackTintColor; - uniform float _BlackTintPower; - uniform float _BlackTintFade; - #endif - #ifdef _ENABLEINKSPREAD_ON - uniform float4 _InkSpreadColor; - uniform float _InkSpreadContrast; - uniform float _InkSpreadFade; - uniform float _InkSpreadDistance; - uniform float2 _InkSpreadPosition; - uniform float2 _InkSpreadNoiseScale; - uniform float _InkSpreadNoiseFactor; - uniform float _InkSpreadWidth; - #endif - #ifdef _ENABLESHIFTHUE_ON - uniform float _ShiftHueSpeed; - #endif - #ifdef _ENABLEADDHUE_ON - uniform float _AddHueSpeed; - uniform float _AddHueSaturation; - uniform float _AddHueBrightness; - uniform float _AddHueContrast; - uniform float _AddHueFade; - uniform sampler2D _AddHueMask; - uniform float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - uniform float _SineGlowContrast; - uniform float4 _SineGlowColor; - uniform sampler2D _SineGlowMask; - uniform float4 _SineGlowMask_ST; - uniform float _SineGlowFade; - uniform float _SineGlowFrequency; - uniform float _SineGlowMax; - uniform float _SineGlowMin; - #endif - #ifdef _ENABLESATURATION_ON - uniform float _Saturation; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - uniform float4 _InnerOutlineColor; - uniform sampler2D _InnerOutlineTintTexture; - uniform float2 _InnerOutlineTextureSpeed; - uniform float _InnerOutlineFade; - uniform float2 _InnerOutlineNoiseSpeed; - uniform float2 _InnerOutlineNoiseScale; - uniform float2 _InnerOutlineDistortionIntensity; - uniform float _InnerOutlineWidth; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - uniform float4 _OuterOutlineColor; - uniform sampler2D _OuterOutlineTintTexture; - uniform float2 _OuterOutlineTextureSpeed; - uniform float _OuterOutlineFade; - uniform float2 _OuterOutlineNoiseSpeed; - uniform float2 _OuterOutlineNoiseScale; - uniform float2 _OuterOutlineDistortionIntensity; - uniform float _OuterOutlineWidth; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - uniform float4 _PixelOutlineColor; - uniform sampler2D _PixelOutlineTintTexture; - uniform float2 _PixelOutlineTextureSpeed; - uniform float _PixelOutlineFade; - uniform float _PixelOutlineAlphaLimit; - uniform float _PixelOutlineWidth; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - uniform float4 _PingPongGlowFrom; - uniform float4 _PingPongGlowTo; - uniform float _PingPongGlowFrequency; - uniform float _PingPongGlowFade; - uniform float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float4 _HologramTint; - uniform float _HologramContrast; - uniform float _HologramLineSpeed; - uniform float _HologramLineFrequency; - uniform float _HologramLineGap; - uniform float _HologramMinAlpha; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float _GlitchBrightness; - uniform float2 _GlitchNoiseSpeed; - uniform float2 _GlitchNoiseScale; - uniform float _GlitchHueSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - uniform float4 _CamouflageBaseColor; - uniform float4 _CamouflageColorA; - uniform float _CamouflageDensityA; - uniform float2 _CamouflageDistortionSpeed; - uniform float2 _CamouflageDistortionScale; - uniform float2 _CamouflageDistortionIntensity; - uniform float2 _CamouflageNoiseScaleA; - uniform float _CamouflageSmoothnessA; - uniform float4 _CamouflageColorB; - uniform float _CamouflageDensityB; - uniform float2 _CamouflageNoiseScaleB; - uniform float _CamouflageSmoothnessB; - uniform float _CamouflageContrast; - uniform float _CamouflageFade; - #endif - #ifdef _ENABLEMETAL_ON - uniform float _MetalHighlightDensity; - uniform float2 _MetalNoiseDistortionSpeed; - uniform float2 _MetalNoiseDistortionScale; - uniform float2 _MetalNoiseDistortion; - uniform float2 _MetalNoiseSpeed; - uniform float2 _MetalNoiseScale; - uniform float4 _MetalHighlightColor; - uniform float _MetalHighlightContrast; - uniform float _MetalContrast; - uniform float4 _MetalColor; - uniform float _MetalFade; - uniform sampler2D _MetalMask; - uniform float4 _MetalMask_ST; - #endif - #ifdef _ENABLEFROZEN_ON - uniform float _FrozenContrast; - uniform float4 _FrozenTint; - uniform float _FrozenSnowContrast; - uniform float4 _FrozenSnowColor; - uniform float _FrozenSnowDensity; - uniform float2 _FrozenSnowScale; - uniform float _FrozenHighlightDensity; - uniform float2 _FrozenHighlightDistortionSpeed; - uniform float2 _FrozenHighlightDistortionScale; - uniform float2 _FrozenHighlightDistortion; - uniform float2 _FrozenHighlightSpeed; - uniform float2 _FrozenHighlightScale; - uniform float4 _FrozenHighlightColor; - uniform float _FrozenHighlightContrast; - uniform float _FrozenFade; - #endif - #ifdef _ENABLEBURN_ON - uniform float _BurnInsideContrast; - uniform float4 _BurnInsideNoiseColor; - uniform float _BurnInsideNoiseFactor; - uniform float2 _BurnSwirlNoiseScale; - uniform float _BurnSwirlFactor; - uniform float2 _BurnInsideNoiseScale; - uniform float4 _BurnInsideColor; - uniform float _BurnRadius; - uniform float2 _BurnPosition; - uniform float2 _BurnEdgeNoiseScale; - uniform float _BurnEdgeNoiseFactor; - uniform float _BurnWidth; - uniform float4 _BurnEdgeColor; - uniform float _BurnFade; - #endif - #ifdef _ENABLERAINBOW_ON - uniform float2 _RainbowCenter; - uniform float2 _RainbowNoiseScale; - uniform float _RainbowNoiseFactor; - uniform float _RainbowDensity; - uniform float _RainbowSpeed; - uniform float _RainbowSaturation; - uniform float _RainbowBrightness; - uniform float _RainbowContrast; - uniform float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - uniform float _ShineSaturation; - uniform float _ShineContrast; - uniform float4 _ShineColor; - uniform float _ShineRotation; - uniform float _ShineFrequency; - uniform float _ShineSpeed; - uniform float _ShineWidth; - uniform float _ShineSmooth; - uniform float _ShineFade; - uniform sampler2D _ShineMask; - uniform float4 _ShineMask_ST; - #endif - #ifdef _ENABLEPOISON_ON - uniform float2 _PoisonNoiseSpeed; - uniform float2 _PoisonNoiseScale; - uniform float _PoisonShiftSpeed; - uniform float _PoisonDensity; - uniform float4 _PoisonColor; - uniform float _PoisonFade; - uniform float _PoisonNoiseBrightness; - uniform float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - uniform float4 _EnchantedLowColor; - uniform float4 _EnchantedHighColor; - uniform float2 _EnchantedSpeed; - uniform float2 _EnchantedScale; - uniform float _EnchantedRainbowDensity; - uniform float _EnchantedRainbowSpeed; - uniform float _EnchantedRainbowSaturation; - uniform float _EnchantedContrast; - uniform float _EnchantedBrightness; - uniform float _EnchantedReduce; - uniform float _EnchantedFade; - #endif - #ifdef _ENABLESHIFTING_ON - uniform float4 _ShiftingColorA; - uniform float4 _ShiftingColorB; - uniform float _ShiftingSpeed; - uniform float _ShiftingDensity; - uniform float _ShiftingBrightness; - uniform float _ShiftingSaturation; - uniform float _ShiftingContrast; - uniform float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - uniform sampler2D _TextureLayer1Texture; - uniform float2 _TextureLayer1Scale; - uniform float2 _TextureLayer1Offset; - uniform float2 _TextureLayer1ScrollSpeed; - uniform float _TextureLayer1EdgeClip; - #endif - uniform int _TextureLayer1Columns; - uniform int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float _TextureLayer1Speed; - #endif - uniform int _TextureLayer1StartFrame; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float4 _TextureLayer1Color; - uniform float _TextureLayer1Contrast; - uniform float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - uniform sampler2D _TextureLayer2Texture; - uniform float2 _TextureLayer2Scale; - uniform float2 _TextureLayer2Offset; - uniform float2 _TextureLayer2ScrollSpeed; - uniform float _TextureLayer2EdgeClip; - #endif - uniform int _TextureLayer2Columns; - uniform int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float _TextureLayer2Speed; - #endif - uniform int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float4 _TextureLayer2Color; - uniform float _TextureLayer2Contrast; - uniform float _TextureLayer2Fade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - uniform float _FullAlphaDissolveFade; - uniform float _FullAlphaDissolveWidth; - uniform float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - uniform float4 _FullGlowDissolveEdgeColor; - uniform float2 _FullGlowDissolveNoiseScale; - uniform float _FullGlowDissolveFade; - uniform float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - uniform float _SourceAlphaDissolveInvert; - uniform float _SourceAlphaDissolveFade; - uniform float2 _SourceAlphaDissolvePosition; - uniform float2 _SourceAlphaDissolveNoiseScale; - uniform float _SourceAlphaDissolveNoiseFactor; - uniform float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - uniform float2 _SourceGlowDissolvePosition; - uniform float2 _SourceGlowDissolveNoiseScale; - uniform float _SourceGlowDissolveNoiseFactor; - uniform float _SourceGlowDissolveFade; - uniform float _SourceGlowDissolveWidth; - uniform float4 _SourceGlowDissolveEdgeColor; - uniform float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - uniform float _DirectionalAlphaFadeInvert; - uniform float _DirectionalAlphaFadeRotation; - uniform float _DirectionalAlphaFadeFade; - uniform float2 _DirectionalAlphaFadeNoiseScale; - uniform float _DirectionalAlphaFadeNoiseFactor; - uniform float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - uniform float4 _DirectionalGlowFadeEdgeColor; - uniform float _DirectionalGlowFadeInvert; - uniform float _DirectionalGlowFadeRotation; - uniform float _DirectionalGlowFadeFade; - uniform float2 _DirectionalGlowFadeNoiseScale; - uniform float _DirectionalGlowFadeNoiseFactor; - uniform float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEHALFTONE_ON - uniform float _HalftoneInvert; - uniform float _HalftoneTiling; - uniform float _HalftoneFade; - uniform float2 _HalftonePosition; - uniform float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEADDCOLOR_ON - uniform float4 _AddColorColor; - uniform sampler2D _AddColorMask; - uniform float4 _AddColorMask_ST; - uniform float _AddColorContrast; - uniform float _AddColorFade; - #endif - #ifdef _ENABLEALPHATINT_ON - uniform float4 _AlphaTintColor; - uniform float _AlphaTintMinAlpha; - uniform float _AlphaTintFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - uniform float4 _StrongTintTint; - uniform sampler2D _StrongTintMask; - uniform float4 _StrongTintMask_ST; - uniform float _StrongTintContrast; - uniform float _StrongTintFade; - #endif - #ifdef _ENABLESHADOW_ON - uniform float4 _ShadowColor; - uniform float _ShadowFade; - uniform float2 _ShadowOffset; - #endif - uniform sampler2D _NormalMap; - uniform float _NormalIntensity; - #ifdef _EMISSIONTOGGLE_ON - uniform float4 _EmissionTint; - uniform sampler2D _EmissionMap; - #endif - uniform float _Metallic; - #ifdef _METALLICMAPTOGGLE_ON - uniform sampler2D _MetallicMap; - #endif - uniform float _Smoothness; - - - float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) - { - original -= center; - float C = cos( angle ); - float S = sin( angle ); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); - return mul( finalMatrix, original ) + center; - } - - float MyCustomExpression16_g11712( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11710( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11668( float x ) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x/2.0)-0.5); - - float k = 0.5+0.5*sin(i); - return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); - } - - float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } - float snoise( float2 v ) - { - const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); - float2 i = floor( v + dot( v, C.yy ) ); - float2 x0 = v - i + dot( i, C.xx ); - float2 i1; - i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289( i ); - float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); - float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); - m = m * m; - m = m * m; - float3 x = 2.0 * frac( p * C.www ) - 1.0; - float3 h = abs( x ) - 0.5; - float3 ox = floor( x + 0.5 ); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot( m, g ); - } - - float MyCustomExpression16_g11670( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11671( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11673( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11680( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11715( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0,1.0) / size; - uvs -= pixel * float2(0.5,0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11752( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11754( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11758( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); - float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); - float d = q.x - min( q.w, q.y ); - float e = 1.0e-10; - return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB( float3 c ) - { - float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); - float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); - return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); - } - - float MyCustomExpression16_g11786( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11770( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11797( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11805( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11843( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11840( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11825( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11827( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11820( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11818( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11814( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11851( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11849( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11868( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11876( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11878( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11874( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11870( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11872( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - v2f VertexFunction (appdata v ) { - UNITY_SETUP_INSTANCE_ID(v); - v2f o; - UNITY_INITIALIZE_OUTPUT(v2f,o); - UNITY_TRANSFER_INSTANCE_ID(v,o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - float2 _ZeroVector = float2(0,0); - float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); - float4 screenPos = ComputeScreenPos( ase_positionCS ); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11664 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11664 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11664 = spriteRectMax377; - float2 break9_g11664 = float2( 0,0 ); - float2 break8_g11664 = float2( 1,1 ); - float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); - float2 staticSwitch366 = appendResult15_g11664; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11895 = fixedUV475; - float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11896 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11665 = _TimeValue; - #else - float staticSwitch44_g11665 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11665 = UnscaledTime; - #else - float staticSwitch34_g11665 = staticSwitch44_g11665; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); - #else - float staticSwitch37_g11665 = staticSwitch34_g11665; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11665 = staticSwitch37_g11665; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11665 = staticSwitch38_g11665; - #endif - float shaderTime237 = staticSwitch42_g11665; - float temp_output_8_0_g11896 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); - #else - float2 staticSwitch4_g11896 = temp_output_2_0_g11896; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11897 = temp_output_8_0_g11896; - float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); - float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); - #else - float2 staticSwitch6_g11896 = staticSwitch4_g11896; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); - #else - float2 staticSwitch10_g11896 = staticSwitch6_g11896; - #endif - float2 temp_output_424_0 = staticSwitch10_g11896; -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); - #endif - float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); - float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11666 = staticSwitch437; - float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); - float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11666 = temp_output_61_0_g11666; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11666 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11666; - float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); - float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11709 = shaderPosition235; - float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11711; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11709; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord9.xy = v.ase_texcoord.xy; - o.ase_texcoord10 = v.vertex; - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord9.zw = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.vertex.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3( staticSwitch142 , 0.0 ); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.vertex.xyz = vertexValue; - #else - v.vertex.xyz += vertexValue; - #endif - v.vertex.w = 1; - v.normal = v.normal; - v.tangent = v.tangent; - - o.pos = UnityObjectToClipPos(v.vertex); - float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; - fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); - fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); - fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; - fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; - o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); - o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); - o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); - - #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); - #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if UNITY_VERSION >= 201710 - UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); - #else - TRANSFER_SHADOW(o); - #endif - #endif - - #ifdef ASE_FOG - UNITY_TRANSFER_FOG(o,o.pos); - #endif - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - o.screenPos = ComputeScreenPos(o.pos); - #endif - return o; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 vertex : INTERNALTESSPOS; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert ( appdata v ) - { - VertexControl o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - o.vertex = v.vertex; - o.tangent = v.tangent; - o.normal = v.normal; - o.texcoord1 = v.texcoord1; - o.texcoord2 = v.texcoord2; - o.ase_texcoord = v.ase_texcoord; - o.ase_color = v.ase_color; - return o; - } - - TessellationFactors TessellationFunction (InputPatch v) - { - TessellationFactors o; - float4 tf = 1; - float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf = FixedTess( tessValue ); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); - #elif defined(ASE_LENGTH_TESSELLATION) - tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); - #endif - o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; - return o; - } - - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) - { - appdata o = (appdata) 0; - o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; - o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; - o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; - o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; - o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; - o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i < 3; ++i) - pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); - float phongStrength = _TessPhongStrength; - o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID(patch[0], o); - return VertexFunction(o); - } - #else - v2f vert ( appdata v ) - { - return VertexFunction( v ); - } - #endif - - fixed4 frag ( v2f IN - #ifdef _DEPTHOFFSET_ON - , out float outputDepth : SV_Depth - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); - - #ifdef LOD_FADE_CROSSFADE - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - #endif - - #if defined(_SPECULAR_SETUP) - SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; - #else - SurfaceOutputStandard o = (SurfaceOutputStandard)0; - #endif - float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); - float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); - float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); - float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); - float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) - #else - half atten = 1; - #endif - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - float4 ScreenPos = IN.screenPos; - #endif - - - float2 texCoord363 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11664 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11664 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11664 = spriteRectMax377; - float2 break9_g11664 = float2( 0,0 ); - float2 break8_g11664 = float2( 1,1 ); - float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); - float2 staticSwitch366 = appendResult15_g11664; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11667 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11668 = _WindMinIntensity; - #else - float staticSwitch117_g11668 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11668 = _WindMaxIntensity; - #else - float staticSwitch118_g11668 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11668 = _WindXPosition; - #else - float staticSwitch111_g11668 = transform62_g11668.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11668 = _WindNoiseScale; - #else - float staticSwitch113_g11668 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11665 = _TimeValue; - #else - float staticSwitch44_g11665 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11665 = UnscaledTime; - #else - float staticSwitch34_g11665 = staticSwitch44_g11665; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); - #else - float staticSwitch37_g11665 = staticSwitch34_g11665; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11665 = staticSwitch37_g11665; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11665 = staticSwitch38_g11665; - #endif - float shaderTime237 = staticSwitch42_g11665; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); - #else - float staticSwitch125_g11668 = WindTime; - #endif - float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); - float x101_g11668 = temp_output_50_0_g11668; - float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); - float2 temp_cast_0 = (temp_output_50_0_g11668).xx; - float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); - simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11668 = simplePerlin2D121_g11668; - #else - float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); - #endif - float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); - float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); - float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; - float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); - float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); - float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); - float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); - float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; - #else - float2 staticSwitch4_g11667 = temp_output_3_0_g11667; - #endif - float2 texCoord435 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11666 = staticSwitch437; - float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); - float2 texCoord23_g11666 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11666 = temp_output_61_0_g11666; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11666 = (IN.ase_texcoord10.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11666 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11666 = (worldPos).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11666; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11669 = shaderPosition235; - float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); - float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); - float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); - float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); - #else - float2 staticSwitch83 = staticSwitch4_g11667; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11672 = shaderPosition235; - float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); - float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); - float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11672 = rotatedValue136_g11672; - float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); - float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); - float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11677 = unity_OrthoParams.y; - float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11677 ); - float2 temp_cast_4 = (temp_output_8_0_g11677).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); - float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11677).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); - float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11675 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11675; - float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); - float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); - float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11716 = staticSwitch62; - float2 temp_output_26_0_g11716 = shaderPosition235; - float temp_output_25_0_g11716 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); - float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); - float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); - #else - float staticSwitch29_g11723 = _UVDistortFade; - #endif - float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) ); - #else - float2 staticSwitch5_g11716 = temp_output_1_0_g11716; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11722 = staticSwitch5_g11716; - float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); - #else - float2 staticSwitch7_g11716 = staticSwitch5_g11716; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; - #else - float2 staticSwitch9_g11716 = staticSwitch7_g11716; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); - float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; - #else - float2 staticSwitch16_g11716 = staticSwitch9_g11716; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); - #else - float2 staticSwitch14_g11716 = staticSwitch16_g11716; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11716 = clampResult46_g11718; - #else - float2 staticSwitch4_g11716 = staticSwitch14_g11716; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); - #else - float2 staticSwitch24_g11716 = staticSwitch4_g11716; - #endif - float2 temp_output_1_0_g11727 = staticSwitch24_g11716; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); - #else - float staticSwitch18_g11727 = temp_output_7_0_g11727; - #endif - float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); - float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); - #else - float2 staticSwitch13_g11727 = temp_output_1_0_g11727; - #endif - float2 temp_output_484_0 = staticSwitch13_g11727; - float2 texCoord131 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); - #endif - float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); - float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); - float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11709 = shaderPosition235; - float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11711; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11709; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11728 = staticSwitch485; - float2 break11_g11728 = float2( 0,0 ); - float2 break10_g11728 = float2( 1,1 ); - float2 break9_g11728 = spriteRectMin376; - float2 break8_g11728 = spriteRectMax377; - float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y)))); - float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11730 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11731 = _MainTex; - float4 textureTexelSize3_g11731 = _MainTex_TexelSize; - float2 uvs3_g11731 = temp_output_1_0_g11730; - float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); - float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; - #else - float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); - float temp_output_2_0_g11742 = temp_output_10_0_g11732; - float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); - float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); - float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; - float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); - float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; - float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); - float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); - float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; - float temp_output_2_0_g11733 = temp_output_10_0_g11732; - float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); - float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); - float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); - float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; - float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); - float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); - float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; - float temp_output_2_0_g11739 = temp_output_10_0_g11732; - float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); - float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); - float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); - float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; - float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); - float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); - float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; - float temp_output_2_0_g11736 = temp_output_10_0_g11732; - float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); - float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); - float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); - float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; - float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); - float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); - float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; - float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); - #else - float4 staticSwitch3_g11730 = staticSwitch8_g11730; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; - float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); - float temp_output_2_0_g11746 = _SharpenOffset; - float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); - float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; - float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; - float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); - float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); - float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; - float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); - float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); - float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); - float4 staticSwitch12_g11730 = appendResult24_g11745; - #else - float4 staticSwitch12_g11730 = staticSwitch3_g11730; - #endif - float4 temp_output_471_0 = staticSwitch12_g11730; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11749 = temp_output_471_0; - float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); - float4 staticSwitch354 = appendResult8_g11749; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11750 = originalColor191; - float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float2 temp_output_7_0_g11750 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); - float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); - float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); - float4 staticSwitch2_g11750 = appendResult31_g11751; - #else - float4 staticSwitch2_g11750 = temp_output_1_0_g11750; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11753 = staticSwitch2_g11750; - float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; - float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); - float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); - float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11750 = appendResult13_g11753; - #else - float4 staticSwitch3_g11750 = staticSwitch2_g11750; - #endif - float4 temp_output_1_0_g11755 = staticSwitch3_g11750; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; - float2 appendResult4_g11756 = (float2(worldPos.x , worldPos.y)); - float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); - float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); - float4 staticSwitch2_g11755 = appendResult42_g11756; - #else - float4 staticSwitch2_g11755 = temp_output_1_0_g11755; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11757 = finalUV146; - float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); - float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); - float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); - float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); - float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); - #else - float4 staticSwitch6_g11755 = staticSwitch2_g11755; - #endif - float4 temp_output_3_0_g11759 = staticSwitch6_g11755; - float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; - float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); - float2 temp_output_1_0_g11759 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); - #else - float4 staticSwitch81_g11791 = appendResult91_g11791; - #endif - float3 break82_g11791 = (staticSwitch81_g11791).xyz; - float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); - float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); - float4 break2_g11792 = temp_output_1_0_g11791; - float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); - float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); - float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch43_g11759 = appendResult30_g11791; - #else - float4 staticSwitch43_g11759 = temp_output_3_0_g11759; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11789 = staticSwitch43_g11759; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); - #else - float4 staticSwitch62_g11789 = temp_output_1_0_g11789; - #endif - float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); - float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11789 = 0; - if( temp_output_43_0_g11789 >= 0.8333333 ) - ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.6666667 ) - ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11789 = ifLocalVar46_g11789; - float4 ifLocalVar47_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.3333333 ) - ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.1666667 ) - ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11789 = ifLocalVar47_g11789; - float4 ifLocalVar35_g11789 = 0; - if( temp_output_43_0_g11789 >= 0.5 ) - ifLocalVar35_g11789 = ifLocalVar44_g11789; - else - ifLocalVar35_g11789 = ifLocalVar45_g11789; - float4 break55_g11789 = ifLocalVar35_g11789; - float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); - float4 break2_g11790 = temp_output_1_0_g11789; - float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); - float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); - float4 staticSwitch9_g11759 = appendResult30_g11789; - #else - float4 staticSwitch9_g11759 = staticSwitch43_g11759; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11763 = staticSwitch9_g11759; - float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; - float3 In115_g11763 = temp_output_2_0_g11763; - float3 From115_g11763 = (_ColorReplaceFromColor).rgb; - float4 break2_g11764 = temp_output_1_0_g11763; - float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11763 = _ColorReplaceSmoothness; - float Range115_g11763 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); - float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); - float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); - float4 staticSwitch29_g11759 = appendResult4_g11763; - #else - float4 staticSwitch29_g11759 = staticSwitch9_g11759; - #endif - float4 temp_output_1_0_g11776 = staticSwitch29_g11759; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; - float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); - float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); - float4 staticSwitch4_g11776 = appendResult8_g11776; - #else - float4 staticSwitch4_g11776 = temp_output_1_0_g11776; - #endif - float4 temp_output_57_0_g11759 = staticSwitch4_g11776; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; - float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); - float4 staticSwitch32_g11759 = appendResult4_g11799; - #else - float4 staticSwitch32_g11759 = temp_output_57_0_g11759; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11774 = staticSwitch32_g11759; - float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); - float4 staticSwitch33_g11759 = appendResult6_g11774; - #else - float4 staticSwitch33_g11759 = staticSwitch32_g11759; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11775 = staticSwitch33_g11759; - float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); - float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); - float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); - float4 staticSwitch36_g11759 = appendResult8_g11775; - #else - float4 staticSwitch36_g11759 = staticSwitch33_g11759; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11793 = staticSwitch36_g11759; - float4 break2_g11794 = temp_output_1_0_g11793; - float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); - float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); - float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); - float4 staticSwitch30_g11759 = appendResult18_g11793; - #else - float4 staticSwitch30_g11759 = staticSwitch36_g11759; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11771 = staticSwitch30_g11759; - float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; - float4 break12_g11771 = temp_output_1_0_g11771; - float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); - float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); - float4 staticSwitch20_g11759 = appendResult11_g11771; - #else - float4 staticSwitch20_g11759 = staticSwitch30_g11759; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11785 = staticSwitch20_g11759; - float4 break2_g11787 = temp_output_1_0_g11785; - float2 temp_output_65_0_g11785 = shaderPosition235; - float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); - float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); - float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); - float4 staticSwitch17_g11759 = appendResult9_g11785; - #else - float4 staticSwitch17_g11759 = staticSwitch20_g11759; - #endif - float temp_output_39_0_g11759 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11777 = staticSwitch17_g11759; - float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); - float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); - float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch19_g11759 = appendResult6_g11777; - #else - float4 staticSwitch19_g11759 = staticSwitch17_g11759; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11781 = staticSwitch19_g11759; - float4 break2_g11783 = temp_output_1_0_g11781; - float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); - #else - float staticSwitch33_g11781 = _AddHueFade; - #endif - float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); - float4 staticSwitch23_g11759 = appendResult6_g11781; - #else - float4 staticSwitch23_g11759 = staticSwitch19_g11759; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11778 = staticSwitch23_g11759; - float4 break2_g11779 = temp_output_1_0_g11778; - float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); - #else - float3 staticSwitch27_g11778 = temp_output_13_0_g11778; - #endif - float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); - float4 staticSwitch28_g11759 = appendResult21_g11778; - #else - float4 staticSwitch28_g11759 = staticSwitch23_g11759; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11766 = staticSwitch28_g11759; - float4 break2_g11767 = temp_output_1_0_g11766; - float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; - float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); - float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); - float4 staticSwitch38_g11759 = appendResult8_g11766; - #else - float4 staticSwitch38_g11759 = staticSwitch28_g11759; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11768 = staticSwitch38_g11759; - float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; - float temp_output_179_0_g11768 = temp_output_39_0_g11759; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); - #else - float3 staticSwitch187_g11768 = temp_output_82_0_g11768; - #endif - float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); - #else - float2 staticSwitch169_g11768 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); - float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 ); - float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); - float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); - #else - float staticSwitch188_g11768 = temp_output_15_0_g11768.a; - #endif - float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); - float4 staticSwitch12_g11759 = appendResult177_g11768; - #else - float4 staticSwitch12_g11759 = staticSwitch38_g11759; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11796 = staticSwitch12_g11759; - float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; - float temp_output_186_0_g11796 = temp_output_39_0_g11759; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); - #else - float3 staticSwitch199_g11796 = temp_output_82_0_g11796; - #endif - float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11796 = 1.0; - #else - float staticSwitch203_g11796 = temp_output_182_0_g11796; - #endif - float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); - float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); - float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); - #else - float2 staticSwitch157_g11796 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); - float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 ); - float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); - #else - float staticSwitch200_g11796 = lerpResult168_g11796; - #endif - float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); - float4 staticSwitch13_g11759 = appendResult174_g11796; - #else - float4 staticSwitch13_g11759 = staticSwitch12_g11759; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11773 = staticSwitch13_g11759; - float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); - #else - float3 staticSwitch199_g11773 = temp_output_82_0_g11773; - #endif - float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11773 = 1.0; - #else - float staticSwitch203_g11773 = temp_output_182_0_g11773; - #endif - float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); - float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); - float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); - float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); - #else - float staticSwitch200_g11773 = lerpResult168_g11773; - #endif - float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); - float4 staticSwitch48_g11759 = appendResult174_g11773; - #else - float4 staticSwitch48_g11759 = staticSwitch13_g11759; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11760 = staticSwitch48_g11759; - float4 break2_g11761 = temp_output_5_0_g11760; - float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); - float4 staticSwitch46_g11759 = appendResult12_g11760; - #else - float4 staticSwitch46_g11759 = staticSwitch48_g11759; - #endif - float4 temp_output_361_0 = staticSwitch46_g11759; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11801 = temp_output_361_0; - float4 break2_g11802 = temp_output_1_0_g11801; - float temp_output_44_0_g11801 = unity_OrthoParams.y; - float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); - float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11801; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11804 = staticSwitch56; - float4 break2_g11806 = temp_output_1_0_g11804; - float temp_output_34_0_g11804 = shaderTime237; - float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); - float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); - float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); - float4 staticSwitch57 = appendResult27_g11804; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11808 = staticSwitch57; - float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; - float2 temp_output_41_0_g11808 = shaderPosition235; - float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; - float temp_output_40_0_g11808 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); - #else - float2 staticSwitch101_g11838 = temp_output_99_0_g11838; - #endif - float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); - float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); - float4 break2_g11841 = temp_output_1_0_g11838; - float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); - float4 staticSwitch26_g11808 = appendResult7_g11838; - #else - float4 staticSwitch26_g11808 = temp_output_3_0_g11808; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11831 = staticSwitch26_g11808; - float temp_output_59_0_g11831 = temp_output_40_0_g11808; - float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float4 break2_g11833 = temp_output_1_0_g11831; - float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); - float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); - #else - float staticSwitch60_g11831 = _MetalFade; - #endif - float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); - float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); - float4 staticSwitch28_g11808 = appendResult8_g11831; - #else - float4 staticSwitch28_g11808 = staticSwitch26_g11808; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11823 = staticSwitch28_g11808; - float4 break2_g11824 = temp_output_1_0_g11823; - float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); - float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; - float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); - float temp_output_73_0_g11823 = temp_output_40_0_g11808; - float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); - float4 staticSwitch29_g11808 = appendResult26_g11823; - #else - float4 staticSwitch29_g11808 = staticSwitch28_g11808; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11817 = staticSwitch29_g11808; - float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; - float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); - float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; - float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); - float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); - float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); - float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); - float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); - float4 staticSwitch32_g11808 = appendResult43_g11817; - #else - float4 staticSwitch32_g11808 = staticSwitch29_g11808; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; - float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); - float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); - float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11813 = staticSwitch32_g11808; - float4 break2_g11815 = temp_output_1_0_g11813; - float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); - float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); - float4 staticSwitch34_g11808 = appendResult29_g11813; - #else - float4 staticSwitch34_g11808 = staticSwitch32_g11808; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11809 = staticSwitch34_g11808; - float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; - float4 break2_g11811 = temp_output_1_0_g11809; - float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; - float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); - float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); - float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); - #else - float staticSwitch98_g11809 = _ShineFade; - #endif - float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); - float4 staticSwitch36_g11808 = appendResult8_g11809; - #else - float4 staticSwitch36_g11808 = staticSwitch34_g11808; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11844 = temp_output_40_0_g11808; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11844 = staticSwitch36_g11808; - float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; - float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); - float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); - float4 staticSwitch39_g11808 = appendResult27_g11844; - #else - float4 staticSwitch39_g11808 = staticSwitch36_g11808; - #endif - float4 temp_output_10_0_g11848 = staticSwitch39_g11808; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; - float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; - float temp_output_1_0_g11848 = temp_output_40_0_g11808; - float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); - float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); - float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); - float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); - float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); - float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); - float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11848 = hsvTorgb53_g11848; - #else - float3 staticSwitch50_g11848 = lerpResult42_g11848; - #endif - float4 break2_g11850 = temp_output_10_0_g11848; - float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11848 = lerpResult44_g11848; - #else - float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); - #endif - float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); - float4 staticSwitch11_g11848 = appendResult19_g11848; - #else - float4 staticSwitch11_g11848 = temp_output_10_0_g11848; - #endif - float4 temp_output_1_0_g11853 = staticSwitch11_g11848; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11853 = temp_output_1_0_g11853; - float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); - float4 break2_g11854 = temp_output_1_0_g11853; - float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); - float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11853 = hsvTorgb12_g11853; - #else - float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); - #endif - float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); - float4 staticSwitch33_g11853 = appendResult6_g11853; - #else - float4 staticSwitch33_g11853 = temp_output_1_0_g11853; - #endif - float4 temp_output_5_0_g11860 = staticSwitch33_g11853; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11860 = temp_output_5_0_g11860; - float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); - float temp_output_27_0_g11860 = temp_output_40_0_g11808; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); - #else - float2 staticSwitch73_g11860 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11861 = _TextureLayer1Columns; - int Height10_g11861 = _TextureLayer1Rows; - float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11861 = float2( 0,1 ); - float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; - #else - float2 staticSwitch20_g11860 = temp_output_72_0_g11860; - #endif - float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); - float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); - float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); - float4 break2_g11862 = temp_output_5_0_g11860; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); - #else - float3 staticSwitch80_g11860 = temp_output_16_0_g11860; - #endif - float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); - float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); - float4 staticSwitch15_g11860 = appendResult14_g11860; - #else - float4 staticSwitch15_g11860 = temp_output_5_0_g11860; - #endif - float4 temp_output_5_0_g11856 = staticSwitch15_g11860; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11856 = temp_output_5_0_g11856; - float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); - float temp_output_27_0_g11856 = temp_output_40_0_g11808; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); - #else - float2 staticSwitch73_g11856 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11857 = _TextureLayer2Columns; - int Height10_g11857 = _TextureLayer2Rows; - float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11857 = float2( 0,1 ); - float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; - #else - float2 staticSwitch20_g11856 = temp_output_72_0_g11856; - #endif - float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); - float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); - float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); - float4 break2_g11858 = temp_output_5_0_g11856; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); - #else - float3 staticSwitch84_g11856 = temp_output_16_0_g11856; - #endif - float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); - float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); - float4 staticSwitch15_g11856 = appendResult14_g11856; - #else - float4 staticSwitch15_g11856 = temp_output_5_0_g11856; - #endif - float4 temp_output_473_0 = staticSwitch15_g11856; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11864 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11864; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11865 = staticSwitch77; - float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); - float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11865; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11866 = staticSwitch75; - float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; -#ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); - #endif - float2 temp_output_18_0_g11866 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); - float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); - float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); - float4 staticSwitch3_g11866 = appendResult3_g11867; - #else - float4 staticSwitch3_g11866 = temp_output_1_0_g11866; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); - float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; - float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); - float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11875 = staticSwitch3_g11866; - float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); - float4 staticSwitch5_g11866 = appendResult3_g11875; - #else - float4 staticSwitch5_g11866 = staticSwitch3_g11866; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11877 = staticSwitch5_g11866; - float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; - float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); - float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); - float4 staticSwitch8_g11866 = appendResult3_g11877; - #else - float4 staticSwitch8_g11866 = staticSwitch5_g11866; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; - float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); - float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11873 = staticSwitch8_g11866; - float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); - float4 staticSwitch9_g11866 = appendResult3_g11873; - #else - float4 staticSwitch9_g11866 = staticSwitch8_g11866; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11869 = staticSwitch9_g11866; - float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; - float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11869 = rotatedValue136_g11869; - float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); - float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); - float4 staticSwitch11_g11866 = appendResult3_g11869; - #else - float4 staticSwitch11_g11866 = staticSwitch9_g11866; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; - float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11871 = rotatedValue136_g11871; - float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); - float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); - float4 temp_output_1_0_g11871 = staticSwitch11_g11866; - float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); - float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); - float4 staticSwitch15_g11866 = appendResult3_g11871; - #else - float4 staticSwitch15_g11866 = staticSwitch11_g11866; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11879 = staticSwitch15_g11866; - float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; - float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); - float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); - float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); - float4 staticSwitch13_g11866 = appendResult3_g11879; - #else - float4 staticSwitch13_g11866 = staticSwitch15_g11866; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); - #else - float3 staticSwitch16_g11882 = temp_output_3_0_g11882; - #endif - float4 temp_output_1_0_g11882 = staticSwitch13_g11866; - float4 break2_g11884 = temp_output_1_0_g11882; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); - #else - float3 staticSwitch17_g11882 = staticSwitch16_g11882; - #endif - float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); - float4 staticSwitch5_g11881 = appendResult6_g11882; - #else - float4 staticSwitch5_g11881 = staticSwitch13_g11866; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11885 = staticSwitch5_g11881; - float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); - float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); - float4 staticSwitch11_g11881 = appendResult13_g11885; - #else - float4 staticSwitch11_g11881 = staticSwitch5_g11881; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11886 = staticSwitch11_g11881; - float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); - #else - float3 staticSwitch21_g11886 = temp_output_6_0_g11886; - #endif - float4 break2_g11888 = temp_output_1_0_g11886; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); - #else - float3 staticSwitch22_g11886 = staticSwitch21_g11886; - #endif - float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); - float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); - float4 staticSwitch7_g11881 = appendResult9_g11886; - #else - float4 staticSwitch7_g11881 = staticSwitch11_g11881; - #endif - float4 temp_output_2_0_g11889 = staticSwitch7_g11881; - #ifdef _ENABLESHADOW_ON - float4 break4_g11891 = temp_output_2_0_g11889; - float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); - float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11891 = appendResult85_g11889; - float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); - float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); - float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); - float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); - float4 staticSwitch82_g11889 = appendResult18_g11891; - #else - float4 staticSwitch82_g11889 = temp_output_2_0_g11889; - #endif - float4 break4_g11892 = staticSwitch82_g11889; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11750 = 1.0; - #else - float staticSwitch8_g11750 = IN.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11750 = 1.0; - #else - float staticSwitch9_g11750 = staticSwitch8_g11750; - #endif - float customVertexAlpha193 = staticSwitch9_g11750; - float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11892; - float4 temp_output_1_0_g11893 = temp_output_344_0; - float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11893; - #endif - float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11900 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); - float4 staticSwitch6_g11900 = appendResult2_g11900; - #else - float4 staticSwitch6_g11900 = temp_output_7_0_g11900; - #endif - float4 temp_output_340_0 = staticSwitch6_g11900; - - float2 temp_output_11_0_g11901 = finalUV146; - - #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); - float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); - float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); - float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); - #else - float3 staticSwitch13_g11901 = float3(0,0,0); - #endif - - #ifdef _METALLICMAPTOGGLE_ON - float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 ); - float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic ); - #else - float staticSwitch23_g11901 = _Metallic; - #endif - - #ifdef _METALLICMAPTOGGLE_ON - float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r ); - #else - float staticSwitch22_g11901 = _Smoothness; - #endif - - o.Albedo = temp_output_340_0.rgb; - o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity ); - o.Emission = staticSwitch13_g11901; - #if defined(_SPECULAR_SETUP) - o.Specular = fixed3( 0, 0, 0 ); - #else - o.Metallic = staticSwitch23_g11901; - #endif - o.Smoothness = staticSwitch22_g11901; - o.Occlusion = 1; - o.Alpha = temp_output_340_0.a; - float AlphaClipThreshold = 0.0; - float3 Transmission = 1; - float3 Translucency = 1; - - #ifdef _ALPHATEST_ON - clip( o.Alpha - AlphaClipThreshold ); - #endif - - #ifdef _DEPTHOFFSET_ON - outputDepth = IN.pos.z; - #endif - - #ifndef USING_DIRECTIONAL_LIGHT - fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); - #else - fixed3 lightDir = _WorldSpaceLightPos0.xyz; - #endif - - fixed4 c = 0; - float3 worldN; - worldN.x = dot(IN.tSpace0.xyz, o.Normal); - worldN.y = dot(IN.tSpace1.xyz, o.Normal); - worldN.z = dot(IN.tSpace2.xyz, o.Normal); - worldN = normalize(worldN); - o.Normal = worldN; - - UnityGI gi; - UNITY_INITIALIZE_OUTPUT(UnityGI, gi); - gi.indirect.diffuse = 0; - gi.indirect.specular = 0; - gi.light.color = _LightColor0.rgb; - gi.light.dir = lightDir; - gi.light.color *= atten; - - #if defined(_SPECULAR_SETUP) - c += LightingStandardSpecular( o, worldViewDir, gi ); - #else - c += LightingStandard( o, worldViewDir, gi ); - #endif + float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + UNITY_LIGHTING_COORDS( 3, 4 ) + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; #ifdef ASE_TRANSMISSION - { - float shadow = _TransmissionShadow; - #ifdef DIRECTIONAL - float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); - #else - float3 lightAtten = gi.light.color; - #endif - half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; - c.rgb += o.Albedo * transmission; - } + float _TransmissionShadow; #endif - #ifdef ASE_TRANSLUCENCY - { - float shadow = _TransShadow; - float normal = _TransNormal; - float scattering = _TransScattering; - float direct = _TransDirect; - float ambient = _TransAmbient; - float strength = _TransStrength; + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif - #ifdef DIRECTIONAL - float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; + #endif + uniform float _Smoothness; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11712( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; #else - float3 lightAtten = gi.light.color; + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif - half3 lightDir = gi.light.dir + o.Normal * normal; - half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering ); - half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; - c.rgb += o.Albedo * translucency * strength; + } + + float MyCustomExpression16_g11710( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11668( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11680( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11752( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11754( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11758( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11786( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11797( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11805( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11840( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11825( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11827( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11820( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11818( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11814( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11851( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11878( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11874( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) ))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11895 = fixedUV475; + float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11896 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + float temp_output_8_0_g11896 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); + #else + float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11897 = temp_output_8_0_g11896; + float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); + float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); + #else + float2 staticSwitch6_g11896 = staticSwitch4_g11896; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11896 = staticSwitch6_g11896; + #endif + float2 temp_output_424_0 = staticSwitch10_g11896; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord5.xy = v.texcoord.xyzw.xy; + o.ase_texcoord6 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord5.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 normalWS = UnityObjectToWorldNormal( v.normal ); + half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz ); + + o.pos = UnityObjectToClipPos( v.vertex ); + o.worldPos.xyz = positionWS; + o.normalWS = normalWS; + o.tangentWS = half4( tangentWS, v.tangent.w ); + + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + #if defined( ASE_FOG ) + UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS( o, o.pos ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.tangentWS.zw = v.texcoord.xy; + o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half4 tangent : TANGENT; + half3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); } #endif - //#ifdef ASE_REFRACTION - // float4 projScreenPos = ScreenPos / ScreenPos.w; - // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); - // projScreenPos.xy += refractionOffset.xy; - // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; - // color.rgb = lerp( refraction, color.rgb, color.a ); - // color.a = 1; - //#endif + half4 frag ( v2f IN + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); - #ifdef ASE_FOG - UNITY_APPLY_FOG(IN.fogCoord, c); + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + SurfaceOutput o = (SurfaceOutput)0; + #else + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + #endif + + half atten; + { + #if defined( ASE_RECEIVE_SHADOWS ) + UNITY_LIGHT_ATTENUATION( temp, IN, IN.worldPos.xyz ) + atten = temp; + #else + atten = 1; + #endif + } + + float3 PositionWS = IN.worldPos.xyz; + half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) ); + float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + half3 NormalWS = IN.normalWS; + half3 TangentWS = IN.tangentWS.xyz; + half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w; + half3 LightAtten = atten; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif + + float2 texCoord363 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) ))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11667 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11668 = _WindMinIntensity; + #else + float staticSwitch117_g11668 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11668 = _WindMaxIntensity; + #else + float staticSwitch118_g11668 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11668 = _WindXPosition; + #else + float staticSwitch111_g11668 = transform62_g11668.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11668 = _WindNoiseScale; + #else + float staticSwitch113_g11668 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11668 = WindTime; + #endif + float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); + float x101_g11668 = temp_output_50_0_g11668; + float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); + float2 temp_cast_0 = (temp_output_50_0_g11668).xx; + float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11668 = simplePerlin2D121_g11668; + #else + float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); + #endif + float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); + float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; + float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); + float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); + float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); + float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; + #else + float2 staticSwitch4_g11667 = temp_output_3_0_g11667; + #endif + float2 texCoord435 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); #endif - return c; - } + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (IN.ase_texcoord6.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (IN.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11669 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11667; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11672 = shaderPosition235; + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11672 = rotatedValue136_g11672; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11677 = unity_OrthoParams.y; + float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11677 ); + float2 temp_cast_4 = (temp_output_8_0_g11677).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11677).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); + float2 appendResult10_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11678 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11678 = appendResult2_g11678; + #else + float2 staticSwitch9_g11678 = ( float2( 100,100 ) / appendResult10_g11678 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11678.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11675 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11675; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11716 = staticSwitch62; + float2 temp_output_26_0_g11716 = shaderPosition235; + float temp_output_25_0_g11716 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); + float2 appendResult10_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11725 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11725 = appendResult2_g11725; + #else + float2 staticSwitch9_g11725 = ( float2( 100,100 ) / appendResult10_g11725 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord5.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); + #else + float staticSwitch29_g11723 = _UVDistortFade; + #endif + float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * staticSwitch9_g11725 * staticSwitch29_g11723 ) ); + #else + float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11722 = staticSwitch5_g11716; + float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11716 = staticSwitch5_g11716; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; + #else + float2 staticSwitch9_g11716 = staticSwitch7_g11716; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; + #else + float2 staticSwitch16_g11716 = staticSwitch9_g11716; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); + #else + float2 staticSwitch14_g11716 = staticSwitch16_g11716; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11716 = clampResult46_g11718; + #else + float2 staticSwitch4_g11716 = staticSwitch14_g11716; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11716 = staticSwitch4_g11716; + #endif + float2 temp_output_1_0_g11727 = staticSwitch24_g11716; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); + #else + float staticSwitch18_g11727 = temp_output_7_0_g11727; + #endif + float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); + float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); + #else + float2 staticSwitch13_g11727 = temp_output_1_0_g11727; + #endif + float2 temp_output_484_0 = staticSwitch13_g11727; + float2 texCoord131 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord5.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11728 = staticSwitch485; + float2 break11_g11728 = float2( 0,0 ); + float2 break10_g11728 = float2( 1,1 ); + float2 break9_g11728 = spriteRectMin376; + float2 break8_g11728 = spriteRectMax377; + float2 appendResult15_g11728 = (float2( (break9_g11728.x + ( break14_g11728.x - break11_g11728.x ) * ( break8_g11728.x - break9_g11728.x ) / ( break10_g11728.x - break11_g11728.x ) ) , (break9_g11728.y + ( break14_g11728.y - break11_g11728.y ) * ( break8_g11728.y - break9_g11728.y ) / ( break10_g11728.y - break11_g11728.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11730 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11731 = _MainTex; + float4 textureTexelSize3_g11731 = _MainTex_TexelSize; + float2 uvs3_g11731 = temp_output_1_0_g11730; + float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); + float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; + #else + float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11742 = temp_output_10_0_g11732; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11733 = temp_output_10_0_g11732; + float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); + float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); + float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; + float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); + float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); + float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; + float temp_output_2_0_g11739 = temp_output_10_0_g11732; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float temp_output_2_0_g11736 = temp_output_10_0_g11732; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11730 = staticSwitch8_g11730; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; + float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); + float temp_output_2_0_g11746 = _SharpenOffset; + float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; + float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; + float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); + float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); + float4 staticSwitch12_g11730 = appendResult24_g11745; + #else + float4 staticSwitch12_g11730 = staticSwitch3_g11730; + #endif + float4 temp_output_471_0 = staticSwitch12_g11730; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11749 = temp_output_471_0; + float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); + float4 staticSwitch354 = appendResult8_g11749; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11750 = originalColor191; + float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float2 temp_output_7_0_g11750 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); + float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); + float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); + float4 staticSwitch2_g11750 = appendResult31_g11751; + #else + float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11753 = staticSwitch2_g11750; + float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; + float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); + float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); + float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11750 = appendResult13_g11753; + #else + float4 staticSwitch3_g11750 = staticSwitch2_g11750; + #endif + float4 temp_output_1_0_g11755 = staticSwitch3_g11750; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; + float2 appendResult4_g11756 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); + float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); + float4 staticSwitch2_g11755 = appendResult42_g11756; + #else + float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11757 = finalUV146; + float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); + float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); + float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); + float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); + float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); + #else + float4 staticSwitch6_g11755 = staticSwitch2_g11755; + #endif + float4 temp_output_3_0_g11759 = staticSwitch6_g11755; + float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; + float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); + float2 temp_output_1_0_g11759 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch81_g11791 = appendResult91_g11791; + #endif + float3 break82_g11791 = (staticSwitch81_g11791).xyz; + float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); + float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); + float4 break2_g11792 = temp_output_1_0_g11791; + float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); + float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); + float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch43_g11759 = appendResult30_g11791; + #else + float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11789 = staticSwitch43_g11759; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch62_g11789 = temp_output_1_0_g11789; + #endif + float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); + float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.8333333 ) + ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.6666667 ) + ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11789 = ifLocalVar46_g11789; + float4 ifLocalVar47_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.3333333 ) + ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.1666667 ) + ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11789 = ifLocalVar47_g11789; + float4 ifLocalVar35_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.5 ) + ifLocalVar35_g11789 = ifLocalVar44_g11789; + else + ifLocalVar35_g11789 = ifLocalVar45_g11789; + float4 break55_g11789 = ifLocalVar35_g11789; + float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); + float4 break2_g11790 = temp_output_1_0_g11789; + float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); + float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); + float4 staticSwitch9_g11759 = appendResult30_g11789; + #else + float4 staticSwitch9_g11759 = staticSwitch43_g11759; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11763 = staticSwitch9_g11759; + float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; + float3 In115_g11763 = temp_output_2_0_g11763; + float3 From115_g11763 = (_ColorReplaceFromColor).rgb; + float4 break2_g11764 = temp_output_1_0_g11763; + float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11763 = _ColorReplaceSmoothness; + float Range115_g11763 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); + float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); + float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); + float4 staticSwitch29_g11759 = appendResult4_g11763; + #else + float4 staticSwitch29_g11759 = staticSwitch9_g11759; + #endif + float4 temp_output_1_0_g11776 = staticSwitch29_g11759; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; + float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); + float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); + float4 staticSwitch4_g11776 = appendResult8_g11776; + #else + float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + #endif + float4 temp_output_57_0_g11759 = staticSwitch4_g11776; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); + float4 staticSwitch32_g11759 = appendResult4_g11799; + #else + float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11774 = staticSwitch32_g11759; + float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); + float4 staticSwitch33_g11759 = appendResult6_g11774; + #else + float4 staticSwitch33_g11759 = staticSwitch32_g11759; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11775 = staticSwitch33_g11759; + float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); + float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); + float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); + float4 staticSwitch36_g11759 = appendResult8_g11775; + #else + float4 staticSwitch36_g11759 = staticSwitch33_g11759; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11793 = staticSwitch36_g11759; + float4 break2_g11794 = temp_output_1_0_g11793; + float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); + float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); + float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); + float4 staticSwitch30_g11759 = appendResult18_g11793; + #else + float4 staticSwitch30_g11759 = staticSwitch36_g11759; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11771 = staticSwitch30_g11759; + float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; + float4 break12_g11771 = temp_output_1_0_g11771; + float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); + float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); + float4 staticSwitch20_g11759 = appendResult11_g11771; + #else + float4 staticSwitch20_g11759 = staticSwitch30_g11759; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11785 = staticSwitch20_g11759; + float4 break2_g11787 = temp_output_1_0_g11785; + float2 temp_output_65_0_g11785 = shaderPosition235; + float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); + float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); + float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); + float4 staticSwitch17_g11759 = appendResult9_g11785; + #else + float4 staticSwitch17_g11759 = staticSwitch20_g11759; + #endif + float temp_output_39_0_g11759 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11777 = staticSwitch17_g11759; + float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); + float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); + float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch19_g11759 = appendResult6_g11777; + #else + float4 staticSwitch19_g11759 = staticSwitch17_g11759; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11781 = staticSwitch19_g11759; + float4 break2_g11783 = temp_output_1_0_g11781; + float2 uv_AddHueMask = IN.ase_texcoord5.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); + #else + float staticSwitch33_g11781 = _AddHueFade; + #endif + float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); + float4 staticSwitch23_g11759 = appendResult6_g11781; + #else + float4 staticSwitch23_g11759 = staticSwitch19_g11759; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11778 = staticSwitch23_g11759; + float4 break2_g11779 = temp_output_1_0_g11778; + float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord5.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); + #else + float3 staticSwitch27_g11778 = temp_output_13_0_g11778; + #endif + float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); + float4 staticSwitch28_g11759 = appendResult21_g11778; + #else + float4 staticSwitch28_g11759 = staticSwitch23_g11759; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11766 = staticSwitch28_g11759; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; + float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); + float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch38_g11759 = appendResult8_g11766; + #else + float4 staticSwitch38_g11759 = staticSwitch28_g11759; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11768 = staticSwitch38_g11759; + float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; + float temp_output_179_0_g11768 = temp_output_39_0_g11759; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); + #else + float3 staticSwitch187_g11768 = temp_output_82_0_g11768; + #endif + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11768 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); + float2 appendResult10_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11769 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11769 = appendResult2_g11769; + #else + float2 staticSwitch9_g11769 = ( float2( 100,100 ) / appendResult10_g11769 ); + #endif + float2 temp_output_25_0_g11768 = staticSwitch9_g11769; + float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); + float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); + #else + float staticSwitch188_g11768 = temp_output_15_0_g11768.a; + #endif + float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); + float4 staticSwitch12_g11759 = appendResult177_g11768; + #else + float4 staticSwitch12_g11759 = staticSwitch38_g11759; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11796 = staticSwitch12_g11759; + float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; + float temp_output_186_0_g11796 = temp_output_39_0_g11759; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); + #else + float3 staticSwitch199_g11796 = temp_output_82_0_g11796; + #endif + float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11796 = 1.0; + #else + float staticSwitch203_g11796 = temp_output_182_0_g11796; + #endif + float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); + float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); + float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11796 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); + float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11798 = appendResult2_g11798; + #else + float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 ); + #endif + float2 temp_output_25_0_g11796 = staticSwitch9_g11798; + float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); + #else + float staticSwitch200_g11796 = lerpResult168_g11796; + #endif + float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); + float4 staticSwitch13_g11759 = appendResult174_g11796; + #else + float4 staticSwitch13_g11759 = staticSwitch12_g11759; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11773 = staticSwitch13_g11759; + float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); + #else + float3 staticSwitch199_g11773 = temp_output_82_0_g11773; + #endif + float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11773 = 1.0; + #else + float staticSwitch203_g11773 = temp_output_182_0_g11773; + #endif + float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); + float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); + float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); + float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); + #else + float staticSwitch200_g11773 = lerpResult168_g11773; + #endif + float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); + float4 staticSwitch48_g11759 = appendResult174_g11773; + #else + float4 staticSwitch48_g11759 = staticSwitch13_g11759; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11760 = staticSwitch48_g11759; + float4 break2_g11761 = temp_output_5_0_g11760; + float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); + float4 staticSwitch46_g11759 = appendResult12_g11760; + #else + float4 staticSwitch46_g11759 = staticSwitch48_g11759; + #endif + float4 temp_output_361_0 = staticSwitch46_g11759; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11801 = temp_output_361_0; + float4 break2_g11802 = temp_output_1_0_g11801; + float temp_output_44_0_g11801 = unity_OrthoParams.y; + float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); + float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11801; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11804 = staticSwitch56; + float4 break2_g11806 = temp_output_1_0_g11804; + float temp_output_34_0_g11804 = shaderTime237; + float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); + float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); + float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); + float4 staticSwitch57 = appendResult27_g11804; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11808 = staticSwitch57; + float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; + float2 temp_output_41_0_g11808 = shaderPosition235; + float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; + float temp_output_40_0_g11808 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); + #else + float2 staticSwitch101_g11838 = temp_output_99_0_g11838; + #endif + float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); + float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); + float4 break2_g11841 = temp_output_1_0_g11838; + float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); + float4 staticSwitch26_g11808 = appendResult7_g11838; + #else + float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11831 = staticSwitch26_g11808; + float temp_output_59_0_g11831 = temp_output_40_0_g11808; + float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float4 break2_g11833 = temp_output_1_0_g11831; + float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord5.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); + #else + float staticSwitch60_g11831 = _MetalFade; + #endif + float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); + float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); + float4 staticSwitch28_g11808 = appendResult8_g11831; + #else + float4 staticSwitch28_g11808 = staticSwitch26_g11808; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11823 = staticSwitch28_g11808; + float4 break2_g11824 = temp_output_1_0_g11823; + float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); + float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; + float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); + float temp_output_73_0_g11823 = temp_output_40_0_g11808; + float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); + float4 staticSwitch29_g11808 = appendResult26_g11823; + #else + float4 staticSwitch29_g11808 = staticSwitch28_g11808; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11817 = staticSwitch29_g11808; + float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; + float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); + float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; + float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); + float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); + float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); + float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); + float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch32_g11808 = appendResult43_g11817; + #else + float4 staticSwitch32_g11808 = staticSwitch29_g11808; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; + float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); + float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); + float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11813 = staticSwitch32_g11808; + float4 break2_g11815 = temp_output_1_0_g11813; + float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); + float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); + float4 staticSwitch34_g11808 = appendResult29_g11813; + #else + float4 staticSwitch34_g11808 = staticSwitch32_g11808; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11809 = staticSwitch34_g11808; + float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; + float4 break2_g11811 = temp_output_1_0_g11809; + float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; + float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord5.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); + #else + float staticSwitch98_g11809 = _ShineFade; + #endif + float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); + float4 staticSwitch36_g11808 = appendResult8_g11809; + #else + float4 staticSwitch36_g11808 = staticSwitch34_g11808; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11844 = temp_output_40_0_g11808; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11844 = staticSwitch36_g11808; + float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; + float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); + float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); + float4 staticSwitch39_g11808 = appendResult27_g11844; + #else + float4 staticSwitch39_g11808 = staticSwitch36_g11808; + #endif + float4 temp_output_10_0_g11848 = staticSwitch39_g11808; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; + float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; + float temp_output_1_0_g11848 = temp_output_40_0_g11808; + float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); + float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); + float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); + float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); + float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11848 = hsvTorgb53_g11848; + #else + float3 staticSwitch50_g11848 = lerpResult42_g11848; + #endif + float4 break2_g11850 = temp_output_10_0_g11848; + float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11848 = lerpResult44_g11848; + #else + float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); + #endif + float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); + float4 staticSwitch11_g11848 = appendResult19_g11848; + #else + float4 staticSwitch11_g11848 = temp_output_10_0_g11848; + #endif + float4 temp_output_1_0_g11853 = staticSwitch11_g11848; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11853 = temp_output_1_0_g11853; + float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11853 = hsvTorgb12_g11853; + #else + float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); + float4 staticSwitch33_g11853 = appendResult6_g11853; + #else + float4 staticSwitch33_g11853 = temp_output_1_0_g11853; + #endif + float4 temp_output_5_0_g11860 = staticSwitch33_g11853; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11860 = temp_output_5_0_g11860; + float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); + float temp_output_27_0_g11860 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); + #else + float2 staticSwitch73_g11860 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11861 = _TextureLayer1Columns; + int Height10_g11861 = _TextureLayer1Rows; + float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11861 = float2( 0,1 ); + float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; + #else + float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + #endif + float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); + float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); + float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); + float4 break2_g11862 = temp_output_5_0_g11860; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); + #else + float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + #endif + float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); + float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); + float4 staticSwitch15_g11860 = appendResult14_g11860; + #else + float4 staticSwitch15_g11860 = temp_output_5_0_g11860; + #endif + float4 temp_output_5_0_g11856 = staticSwitch15_g11860; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11856 = temp_output_5_0_g11856; + float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); + float temp_output_27_0_g11856 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); + #else + float2 staticSwitch73_g11856 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11857 = _TextureLayer2Columns; + int Height10_g11857 = _TextureLayer2Rows; + float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11857 = float2( 0,1 ); + float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; + #else + float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + #endif + float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); + float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); + float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); + float4 break2_g11858 = temp_output_5_0_g11856; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); + #else + float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + #endif + float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); + float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); + float4 staticSwitch15_g11856 = appendResult14_g11856; + #else + float4 staticSwitch15_g11856 = temp_output_5_0_g11856; + #endif + float4 temp_output_473_0 = staticSwitch15_g11856; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11864 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11864; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11865 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); + float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11865; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11866 = staticSwitch75; + float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11866 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); + float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); + float4 staticSwitch3_g11866 = appendResult3_g11867; + #else + float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; + float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); + float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11875 = staticSwitch3_g11866; + float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); + float4 staticSwitch5_g11866 = appendResult3_g11875; + #else + float4 staticSwitch5_g11866 = staticSwitch3_g11866; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11877 = staticSwitch5_g11866; + float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; + float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); + float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); + float4 staticSwitch8_g11866 = appendResult3_g11877; + #else + float4 staticSwitch8_g11866 = staticSwitch5_g11866; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; + float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); + float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11873 = staticSwitch8_g11866; + float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); + float4 staticSwitch9_g11866 = appendResult3_g11873; + #else + float4 staticSwitch9_g11866 = staticSwitch8_g11866; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11869 = staticSwitch9_g11866; + float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; + float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11869 = rotatedValue136_g11869; + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); + float4 staticSwitch11_g11866 = appendResult3_g11869; + #else + float4 staticSwitch11_g11866 = staticSwitch9_g11866; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; + float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11871 = rotatedValue136_g11871; + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); + float4 temp_output_1_0_g11871 = staticSwitch11_g11866; + float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); + float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); + float4 staticSwitch15_g11866 = appendResult3_g11871; + #else + float4 staticSwitch15_g11866 = staticSwitch11_g11866; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11879 = staticSwitch15_g11866; + float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; + float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); + float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); + float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); + float4 staticSwitch13_g11866 = appendResult3_g11879; + #else + float4 staticSwitch13_g11866 = staticSwitch15_g11866; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord5.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); + #else + float3 staticSwitch16_g11882 = temp_output_3_0_g11882; + #endif + float4 temp_output_1_0_g11882 = staticSwitch13_g11866; + float4 break2_g11884 = temp_output_1_0_g11882; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11882 = staticSwitch16_g11882; + #endif + float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); + float4 staticSwitch5_g11881 = appendResult6_g11882; + #else + float4 staticSwitch5_g11881 = staticSwitch13_g11866; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11885 = staticSwitch5_g11881; + float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); + float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); + float4 staticSwitch11_g11881 = appendResult13_g11885; + #else + float4 staticSwitch11_g11881 = staticSwitch5_g11881; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11886 = staticSwitch11_g11881; + float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord5.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); + #else + float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + #endif + float4 break2_g11888 = temp_output_1_0_g11886; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); + #else + float3 staticSwitch22_g11886 = staticSwitch21_g11886; + #endif + float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); + float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); + float4 staticSwitch7_g11881 = appendResult9_g11886; + #else + float4 staticSwitch7_g11881 = staticSwitch11_g11881; + #endif + float4 temp_output_2_0_g11889 = staticSwitch7_g11881; + #ifdef _ENABLESHADOW_ON + float4 break4_g11891 = temp_output_2_0_g11889; + float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); + float2 appendResult10_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11890 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11890 = appendResult2_g11890; + #else + float2 staticSwitch9_g11890 = ( float2( 100,100 ) / appendResult10_g11890 ); + #endif + float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11890 * _ShadowOffset ) ) ).a ))); + float4 break6_g11891 = appendResult85_g11889; + float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); + float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); + float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); + float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); + float4 staticSwitch82_g11889 = appendResult18_g11891; + #else + float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + #endif + float4 break4_g11892 = staticSwitch82_g11889; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11750 = 1.0; + #else + float staticSwitch8_g11750 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11750 = 1.0; + #else + float staticSwitch9_g11750 = staticSwitch8_g11750; + #endif + float customVertexAlpha193 = staticSwitch9_g11750; + float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11892; + float4 temp_output_1_0_g11893 = temp_output_344_0; + float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11893; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11900 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); + float4 staticSwitch6_g11900 = appendResult2_g11900; + #else + float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #endif + float4 temp_output_340_0 = staticSwitch6_g11900; + + float2 temp_output_11_0_g11901 = finalUV146; + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 ); + float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic ); + #else + float staticSwitch23_g11901 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r ); + #else + float staticSwitch22_g11901 = _Smoothness; + #endif + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); + float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); + float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); + #else + float3 staticSwitch13_g11901 = float3( 0, 0, 0 ); + #endif + + + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity ); + + half3 Specular = half3( 0, 0, 0 ); + half Metallic = staticSwitch23_g11901; + half Smoothness = staticSwitch22_g11901; + half Occlusion = 1; + + #if defined(ASE_LIGHTING_SIMPLE) + o.Specular = Specular.x; + o.Gloss = Smoothness; + #else + #if defined(_SPECULAR_SETUP) + o.Specular = Specular; + #else + o.Metallic = Metallic; + #endif + o.Occlusion = Occlusion; + o.Smoothness = Smoothness; + #endif + + o.Emission = staticSwitch13_g11901; + o.Alpha = temp_output_340_0.a; + half AlphaClipThreshold = 0.0; + half3 Transmission = 1; + half3 Translucency = 1; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #if defined( ASE_CHANGES_WORLD_POS ) + { + #if defined( ASE_RECEIVE_SHADOWS ) + UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS ) + LightAtten = temp; + #else + LightAtten = 1; + #endif + } + #endif + + #if ( ASE_FRAGMENT_NORMAL == 0 ) + o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS ); + #elif ( ASE_FRAGMENT_NORMAL == 1 ) + o.Normal = UnityObjectToWorldNormal( o.Normal ); + #elif ( ASE_FRAGMENT_NORMAL == 2 ) + // @diogo: already in world-space; do nothing + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) ); + #else + half3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + gi.light.color *= atten; + + half4 c = 0; + #if defined(ASE_LIGHTING_SIMPLE) + #if defined(_SPECULAR_SETUP) + c += LightingBlinnPhong (o, ViewDirWS, gi); + #else + c += LightingLambert( o, gi ); + #endif + #else + #if defined(_SPECULAR_SETUP) + c += LightingStandardSpecular(o, ViewDirWS, gi); + #else + c += LightingStandard(o, ViewDirWS, gi); + #endif + #endif + + #ifdef ASE_TRANSMISSION + { + half shadow = _TransmissionShadow; + #ifdef DIRECTIONAL + half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + half3 lightAtten = gi.light.color; + #endif + half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; + c.rgb += o.Albedo * transmission; + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + half shadow = _TransShadow; + half normal = _TransNormal; + half scattering = _TransScattering; + half direct = _TransDirect; + half ambient = _TransAmbient; + half strength = _TransStrength; + + #ifdef DIRECTIONAL + half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + half3 lightAtten = gi.light.color; + #endif + half3 lightDir = gi.light.dir + o.Normal * normal; + half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering ); + half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; + c.rgb += o.Albedo * translucency * strength; + } + #endif + + #if defined( ASE_FOG ) + UNITY_EXTRACT_FOG_FROM_WORLD_POS( IN ); + UNITY_APPLY_FOG(_unity_fogCoord, c.rgb); + #endif + return c; + } ENDCG } @@ -6935,3086 +7089,3162 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU" AlphaToMask Off CGPROGRAM - #define _ALPHABLEND_ON 1 - #define UNITY_STANDARD_USE_DITHER_MASK 1 - #define ASE_NEEDS_FRAG_SHADOWCOORDS - #pragma multi_compile_instancing - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_ON 1 - #define ASE_VERSION 19801 + #define ASE_GEOMETRY + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF + #pragma multi_compile_instancing + #define ASE_FOG + #define ASE_VERSION 19905 - #pragma vertex vert - #pragma fragment frag - #pragma target 3.5 - #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 - #pragma multi_compile_prepassfinal - #ifndef UNITY_PASS_DEFERRED - #define UNITY_PASS_DEFERRED - #endif - #include "HLSLSupport.cginc" - #if !defined( UNITY_INSTANCED_LOD_FADE ) - #define UNITY_INSTANCED_LOD_FADE - #endif - #if !defined( UNITY_INSTANCED_SH ) - #define UNITY_INSTANCED_SH - #endif - #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) - #define UNITY_INSTANCED_LIGHTMAPSTS - #endif - #include "UnityShaderVariables.cginc" - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "UnityPBSLighting.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_prepassfinal + #ifndef UNITY_PASS_DEFERRED + #define UNITY_PASS_DEFERRED + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" - #include "UnityStandardUtils.cginc" - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON - #pragma shader_feature _METALLICMAPTOGGLE_ON + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif - struct appdata { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON - struct v2f { - #if UNITY_VERSION >= 201810 - UNITY_POSITION(pos); - #else + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { float4 pos : SV_POSITION; - #endif - float4 lmap : TEXCOORD2; - #ifndef LIGHTMAP_ON - #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL - half3 sh : TEXCOORD3; - #endif - #else - #ifdef DIRLIGHTMAP_OFF - float4 lmapFadePos : TEXCOORD4; - #endif - #endif - float4 tSpace0 : TEXCOORD5; - float4 tSpace1 : TEXCOORD6; - float4 tSpace2 : TEXCOORD7; - float4 ase_texcoord8 : TEXCOORD8; - float4 ase_texcoord9 : TEXCOORD9; - float4 ase_texcoord10 : TEXCOORD10; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; + float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + half4 ambientOrLightmapUV : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; - #ifdef LIGHTMAP_ON - float4 unity_LightmapFade; - #endif - fixed4 unity_Ambient; - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishStretch; - #endif - #ifdef _ENABLESCREENTILING_ON - uniform float2 _ScreenTilingScale; - uniform float2 _ScreenTilingOffset; - uniform float _ScreenTilingPixelsPerUnit; - #endif - uniform sampler2D _MainTex; - float4 _MainTex_TexelSize; - #ifdef _ENABLEWORLDTILING_ON - uniform float2 _WorldTilingScale; - uniform float2 _WorldTilingOffset; - uniform float _WorldTilingPixelsPerUnit; - #endif - #ifdef _SPRITESHEETFIX_ON - uniform float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishFade; - uniform float _SquishFlip; - uniform float _SquishSquish; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - uniform float _TimeValue; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - uniform float UnscaledTime; - #endif - #ifdef _TOGGLETIMESPEED_ON - uniform float _TimeSpeed; - #endif - #ifdef _TOGGLETIMEFPS_ON - uniform float _TimeFPS; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - uniform float _TimeFrequency; - uniform float _TimeRange; - #endif - #ifdef _ENABLESINEMOVE_ON - uniform float2 _SineMoveFrequency; - uniform float2 _SineMoveOffset; - uniform float _SineMoveFade; - #endif - #ifdef _ENABLEVIBRATE_ON - uniform float _VibrateFrequency; - uniform float _VibrateOffset; - uniform float _VibrateFade; - uniform float _VibrateRotation; - #endif - #ifdef _ENABLESINESCALE_ON - uniform float _SineScaleFrequency; - uniform float2 _SineScaleFactor; - #endif - uniform float _FadingFade; - #ifdef _SHADERFADING_MASK - uniform sampler2D _FadingMask; - uniform float4 _FadingMask_ST; - #endif - uniform float _FadingWidth; - uniform sampler2D _UberNoiseTexture; - uniform float _PixelsPerUnit; - #ifdef _SHADERSPACE_UI_GRAPHIC - uniform float _RectWidth; - uniform float _RectHeight; - #endif - uniform float _ScreenWidthUnits; - uniform float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - uniform float2 _FadingPosition; - uniform float _FadingNoiseFactor; - #endif - #ifdef _ENABLEWIND_ON - uniform float _WindRotationWindFactor; - uniform float WindMinIntensity; - uniform float _WindMinIntensity; - uniform float WindMaxIntensity; - uniform float _WindMaxIntensity; - uniform float _WindXPosition; - uniform float WindNoiseScale; - uniform float _WindNoiseScale; - uniform float WindTime; - uniform float _WindNoiseSpeed; - uniform float _WindRotation; - uniform float _WindMaxRotation; - uniform float _WindFlip; - uniform float _WindSquishFactor; - uniform float _WindSquishWindFactor; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - uniform float _FullDistortionFade; - uniform float2 _FullDistortionNoiseScale; - uniform float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - uniform float2 _DirectionalDistortionDistortionScale; - uniform float _DirectionalDistortionRandomDirection; - uniform float2 _DirectionalDistortionDistortion; - uniform float _DirectionalDistortionInvert; - uniform float _DirectionalDistortionRotation; - uniform float _DirectionalDistortionFade; - uniform float2 _DirectionalDistortionNoiseScale; - uniform float _DirectionalDistortionNoiseFactor; - uniform float _DirectionalDistortionWidth; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float _HologramDistortionSpeed; - uniform float _HologramDistortionDensity; - uniform float _HologramDistortionScale; - uniform float _HologramDistortionOffset; - uniform float _HologramFade; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float2 _GlitchDistortionSpeed; - uniform float2 _GlitchDistortionScale; - uniform float2 _GlitchDistortion; - uniform float2 _GlitchMaskSpeed; - uniform float2 _GlitchMaskScale; - uniform float _GlitchMaskMin; - uniform float _GlitchFade; - #endif - #ifdef _ENABLEUVDISTORT_ON - uniform float2 _UVDistortFrom; - uniform float2 _UVDistortTo; - uniform float2 _UVDistortSpeed; - uniform float2 _UVDistortNoiseScale; - uniform float _UVDistortFade; - uniform sampler2D _UVDistortMask; - uniform float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESQUEEZE_ON - uniform float2 _SqueezeCenter; - uniform float _SqueezePower; - uniform float2 _SqueezeScale; - uniform float _SqueezeFade; - #endif - #ifdef _ENABLESINEROTATE_ON - uniform float _SineRotateFrequency; - uniform float _SineRotateAngle; - uniform float _SineRotateFade; - uniform float2 _SineRotatePivot; - #endif - #ifdef _ENABLEUVROTATE_ON - uniform float _UVRotateSpeed; - uniform float2 _UVRotatePivot; - #endif - #ifdef _ENABLEUVSCROLL_ON - uniform float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEPIXELATE_ON - uniform float _PixelatePixelDensity; - uniform float _PixelatePixelsPerUnit; - uniform float _PixelateFade; - #endif - #ifdef _ENABLEUVSCALE_ON - uniform float2 _UVScalePivot; - uniform float2 _UVScaleScale; - #endif - #ifdef _ENABLEWIGGLE_ON - uniform float _WiggleFrequency; - uniform float _WiggleSpeed; - uniform float _WiggleOffset; - uniform float _WiggleFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - uniform float _GaussianBlurOffset; - uniform float _GaussianBlurFade; - #endif - #ifdef _ENABLESHARPEN_ON - uniform float _SharpenOffset; - uniform float _SharpenFactor; - uniform float _SharpenFade; - #endif - #ifdef _ENABLESMOKE_ON - uniform float _SmokeVertexSeed; - uniform float _SmokeNoiseScale; - uniform float _SmokeNoiseFactor; - uniform float _SmokeSmoothness; - uniform float _SmokeDarkEdge; - uniform float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - uniform sampler2D _CustomFadeFadeMask; - uniform float2 _CustomFadeNoiseScale; - uniform float _CustomFadeNoiseFactor; - uniform float _CustomFadeSmoothness; - uniform float _CustomFadeAlpha; - #endif - #ifdef _ENABLECHECKERBOARD_ON - uniform float _CheckerboardDarken; - uniform float _CheckerboardTiling; - #endif - #ifdef _ENABLEFLAME_ON - uniform float2 _FlameSpeed; - uniform float2 _FlameNoiseScale; - uniform float _FlameNoiseHeightFactor; - uniform float _FlameNoiseFactor; - uniform float _FlameRadius; - uniform float _FlameSmooth; - uniform float _FlameBrightness; - #endif - #ifdef _ENABLERECOLORRGB_ON - uniform float4 _RecolorRGBRedTint; - uniform sampler2D _RecolorRGBTexture; - uniform float4 _RecolorRGBGreenTint; - uniform float4 _RecolorRGBBlueTint; - uniform float _RecolorRGBFade; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - uniform sampler2D _RecolorRGBYCPTexture; - uniform float4 _RecolorRGBYCPPurpleTint; - uniform float4 _RecolorRGBYCPBlueTint; - uniform float4 _RecolorRGBYCPCyanTint; - uniform float4 _RecolorRGBYCPGreenTint; - uniform float4 _RecolorRGBYCPYellowTint; - uniform float4 _RecolorRGBYCPRedTint; - uniform float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLECOLORREPLACE_ON - uniform float4 _ColorReplaceFromColor; - uniform float _ColorReplaceContrast; - uniform float4 _ColorReplaceToColor; - uniform float _ColorReplaceSmoothness; - uniform float _ColorReplaceRange; - uniform float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - uniform float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - uniform float _Contrast; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - uniform float _Brightness; - #endif - #ifdef _ENABLEHUE_ON - uniform float _Hue; - #endif - #ifdef _ENABLESPLITTONING_ON - uniform float4 _SplitToningShadowsColor; - uniform float4 _SplitToningHighlightsColor; - uniform float _SplitToningShift; - uniform float _SplitToningBalance; - uniform float _SplitToningContrast; - uniform float _SplitToningFade; - #endif - #ifdef _ENABLEBLACKTINT_ON - uniform float4 _BlackTintColor; - uniform float _BlackTintPower; - uniform float _BlackTintFade; - #endif - #ifdef _ENABLEINKSPREAD_ON - uniform float4 _InkSpreadColor; - uniform float _InkSpreadContrast; - uniform float _InkSpreadFade; - uniform float _InkSpreadDistance; - uniform float2 _InkSpreadPosition; - uniform float2 _InkSpreadNoiseScale; - uniform float _InkSpreadNoiseFactor; - uniform float _InkSpreadWidth; - #endif - #ifdef _ENABLESHIFTHUE_ON - uniform float _ShiftHueSpeed; - #endif - #ifdef _ENABLEADDHUE_ON - uniform float _AddHueSpeed; - uniform float _AddHueSaturation; - uniform float _AddHueBrightness; - uniform float _AddHueContrast; - uniform float _AddHueFade; - uniform sampler2D _AddHueMask; - uniform float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - uniform float _SineGlowContrast; - uniform float4 _SineGlowColor; - uniform sampler2D _SineGlowMask; - uniform float4 _SineGlowMask_ST; - uniform float _SineGlowFade; - uniform float _SineGlowFrequency; - uniform float _SineGlowMax; - uniform float _SineGlowMin; - #endif - #ifdef _ENABLESATURATION_ON - uniform float _Saturation; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - uniform float4 _InnerOutlineColor; - uniform sampler2D _InnerOutlineTintTexture; - uniform float2 _InnerOutlineTextureSpeed; - uniform float _InnerOutlineFade; - uniform float2 _InnerOutlineNoiseSpeed; - uniform float2 _InnerOutlineNoiseScale; - uniform float2 _InnerOutlineDistortionIntensity; - uniform float _InnerOutlineWidth; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - uniform float4 _OuterOutlineColor; - uniform sampler2D _OuterOutlineTintTexture; - uniform float2 _OuterOutlineTextureSpeed; - uniform float _OuterOutlineFade; - uniform float2 _OuterOutlineNoiseSpeed; - uniform float2 _OuterOutlineNoiseScale; - uniform float2 _OuterOutlineDistortionIntensity; - uniform float _OuterOutlineWidth; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - uniform float4 _PixelOutlineColor; - uniform sampler2D _PixelOutlineTintTexture; - uniform float2 _PixelOutlineTextureSpeed; - uniform float _PixelOutlineFade; - uniform float _PixelOutlineAlphaLimit; - uniform float _PixelOutlineWidth; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - uniform float4 _PingPongGlowFrom; - uniform float4 _PingPongGlowTo; - uniform float _PingPongGlowFrequency; - uniform float _PingPongGlowFade; - uniform float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float4 _HologramTint; - uniform float _HologramContrast; - uniform float _HologramLineSpeed; - uniform float _HologramLineFrequency; - uniform float _HologramLineGap; - uniform float _HologramMinAlpha; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float _GlitchBrightness; - uniform float2 _GlitchNoiseSpeed; - uniform float2 _GlitchNoiseScale; - uniform float _GlitchHueSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - uniform float4 _CamouflageBaseColor; - uniform float4 _CamouflageColorA; - uniform float _CamouflageDensityA; - uniform float2 _CamouflageDistortionSpeed; - uniform float2 _CamouflageDistortionScale; - uniform float2 _CamouflageDistortionIntensity; - uniform float2 _CamouflageNoiseScaleA; - uniform float _CamouflageSmoothnessA; - uniform float4 _CamouflageColorB; - uniform float _CamouflageDensityB; - uniform float2 _CamouflageNoiseScaleB; - uniform float _CamouflageSmoothnessB; - uniform float _CamouflageContrast; - uniform float _CamouflageFade; - #endif - #ifdef _ENABLEMETAL_ON - uniform float _MetalHighlightDensity; - uniform float2 _MetalNoiseDistortionSpeed; - uniform float2 _MetalNoiseDistortionScale; - uniform float2 _MetalNoiseDistortion; - uniform float2 _MetalNoiseSpeed; - uniform float2 _MetalNoiseScale; - uniform float4 _MetalHighlightColor; - uniform float _MetalHighlightContrast; - uniform float _MetalContrast; - uniform float4 _MetalColor; - uniform float _MetalFade; - uniform sampler2D _MetalMask; - uniform float4 _MetalMask_ST; - #endif - #ifdef _ENABLEFROZEN_ON - uniform float _FrozenContrast; - uniform float4 _FrozenTint; - uniform float _FrozenSnowContrast; - uniform float4 _FrozenSnowColor; - uniform float _FrozenSnowDensity; - uniform float2 _FrozenSnowScale; - uniform float _FrozenHighlightDensity; - uniform float2 _FrozenHighlightDistortionSpeed; - uniform float2 _FrozenHighlightDistortionScale; - uniform float2 _FrozenHighlightDistortion; - uniform float2 _FrozenHighlightSpeed; - uniform float2 _FrozenHighlightScale; - uniform float4 _FrozenHighlightColor; - uniform float _FrozenHighlightContrast; - uniform float _FrozenFade; - #endif - #ifdef _ENABLEBURN_ON - uniform float _BurnInsideContrast; - uniform float4 _BurnInsideNoiseColor; - uniform float _BurnInsideNoiseFactor; - uniform float2 _BurnSwirlNoiseScale; - uniform float _BurnSwirlFactor; - uniform float2 _BurnInsideNoiseScale; - uniform float4 _BurnInsideColor; - uniform float _BurnRadius; - uniform float2 _BurnPosition; - uniform float2 _BurnEdgeNoiseScale; - uniform float _BurnEdgeNoiseFactor; - uniform float _BurnWidth; - uniform float4 _BurnEdgeColor; - uniform float _BurnFade; - #endif - #ifdef _ENABLERAINBOW_ON - uniform float2 _RainbowCenter; - uniform float2 _RainbowNoiseScale; - uniform float _RainbowNoiseFactor; - uniform float _RainbowDensity; - uniform float _RainbowSpeed; - uniform float _RainbowSaturation; - uniform float _RainbowBrightness; - uniform float _RainbowContrast; - uniform float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - uniform float _ShineSaturation; - uniform float _ShineContrast; - uniform float4 _ShineColor; - uniform float _ShineRotation; - uniform float _ShineFrequency; - uniform float _ShineSpeed; - uniform float _ShineWidth; - uniform float _ShineSmooth; - uniform float _ShineFade; - uniform sampler2D _ShineMask; - uniform float4 _ShineMask_ST; - #endif - #ifdef _ENABLEPOISON_ON - uniform float2 _PoisonNoiseSpeed; - uniform float2 _PoisonNoiseScale; - uniform float _PoisonShiftSpeed; - uniform float _PoisonDensity; - uniform float4 _PoisonColor; - uniform float _PoisonFade; - uniform float _PoisonNoiseBrightness; - uniform float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - uniform float4 _EnchantedLowColor; - uniform float4 _EnchantedHighColor; - uniform float2 _EnchantedSpeed; - uniform float2 _EnchantedScale; - uniform float _EnchantedRainbowDensity; - uniform float _EnchantedRainbowSpeed; - uniform float _EnchantedRainbowSaturation; - uniform float _EnchantedContrast; - uniform float _EnchantedBrightness; - uniform float _EnchantedReduce; - uniform float _EnchantedFade; - #endif - #ifdef _ENABLESHIFTING_ON - uniform float4 _ShiftingColorA; - uniform float4 _ShiftingColorB; - uniform float _ShiftingSpeed; - uniform float _ShiftingDensity; - uniform float _ShiftingBrightness; - uniform float _ShiftingSaturation; - uniform float _ShiftingContrast; - uniform float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - uniform sampler2D _TextureLayer1Texture; - uniform float2 _TextureLayer1Scale; - uniform float2 _TextureLayer1Offset; - uniform float2 _TextureLayer1ScrollSpeed; - uniform float _TextureLayer1EdgeClip; - #endif - uniform int _TextureLayer1Columns; - uniform int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float _TextureLayer1Speed; - #endif - uniform int _TextureLayer1StartFrame; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float4 _TextureLayer1Color; - uniform float _TextureLayer1Contrast; - uniform float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - uniform sampler2D _TextureLayer2Texture; - uniform float2 _TextureLayer2Scale; - uniform float2 _TextureLayer2Offset; - uniform float2 _TextureLayer2ScrollSpeed; - uniform float _TextureLayer2EdgeClip; - #endif - uniform int _TextureLayer2Columns; - uniform int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float _TextureLayer2Speed; - #endif - uniform int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float4 _TextureLayer2Color; - uniform float _TextureLayer2Contrast; - uniform float _TextureLayer2Fade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - uniform float _FullAlphaDissolveFade; - uniform float _FullAlphaDissolveWidth; - uniform float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - uniform float4 _FullGlowDissolveEdgeColor; - uniform float2 _FullGlowDissolveNoiseScale; - uniform float _FullGlowDissolveFade; - uniform float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - uniform float _SourceAlphaDissolveInvert; - uniform float _SourceAlphaDissolveFade; - uniform float2 _SourceAlphaDissolvePosition; - uniform float2 _SourceAlphaDissolveNoiseScale; - uniform float _SourceAlphaDissolveNoiseFactor; - uniform float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - uniform float2 _SourceGlowDissolvePosition; - uniform float2 _SourceGlowDissolveNoiseScale; - uniform float _SourceGlowDissolveNoiseFactor; - uniform float _SourceGlowDissolveFade; - uniform float _SourceGlowDissolveWidth; - uniform float4 _SourceGlowDissolveEdgeColor; - uniform float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - uniform float _DirectionalAlphaFadeInvert; - uniform float _DirectionalAlphaFadeRotation; - uniform float _DirectionalAlphaFadeFade; - uniform float2 _DirectionalAlphaFadeNoiseScale; - uniform float _DirectionalAlphaFadeNoiseFactor; - uniform float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - uniform float4 _DirectionalGlowFadeEdgeColor; - uniform float _DirectionalGlowFadeInvert; - uniform float _DirectionalGlowFadeRotation; - uniform float _DirectionalGlowFadeFade; - uniform float2 _DirectionalGlowFadeNoiseScale; - uniform float _DirectionalGlowFadeNoiseFactor; - uniform float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEHALFTONE_ON - uniform float _HalftoneInvert; - uniform float _HalftoneTiling; - uniform float _HalftoneFade; - uniform float2 _HalftonePosition; - uniform float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEADDCOLOR_ON - uniform float4 _AddColorColor; - uniform sampler2D _AddColorMask; - uniform float4 _AddColorMask_ST; - uniform float _AddColorContrast; - uniform float _AddColorFade; - #endif - #ifdef _ENABLEALPHATINT_ON - uniform float4 _AlphaTintColor; - uniform float _AlphaTintMinAlpha; - uniform float _AlphaTintFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - uniform float4 _StrongTintTint; - uniform sampler2D _StrongTintMask; - uniform float4 _StrongTintMask_ST; - uniform float _StrongTintContrast; - uniform float _StrongTintFade; - #endif - #ifdef _ENABLESHADOW_ON - uniform float4 _ShadowColor; - #endif - uniform float _ShadowFade; - #ifdef _ENABLESHADOW_ON - uniform float2 _ShadowOffset; - #endif - uniform sampler2D _NormalMap; - uniform float _NormalIntensity; - #ifdef _EMISSIONTOGGLE_ON - uniform float4 _EmissionTint; - uniform sampler2D _EmissionMap; - #endif - uniform float _Metallic; - #ifdef _METALLICMAPTOGGLE_ON - uniform sampler2D _MetallicMap; - #endif - uniform float _Smoothness; + #ifdef LIGHTMAP_ON + float4 unity_LightmapFade; + #endif + half4 unity_Ambient; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif - - float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) - { - original -= center; - float C = cos( angle ); - float S = sin( angle ); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); - return mul( finalMatrix, original ) + center; - } - - float MyCustomExpression16_g11712( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11710( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11668( float x ) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x/2.0)-0.5); - - float k = 0.5+0.5*sin(i); - return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); - } - - float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } - float snoise( float2 v ) - { - const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); - float2 i = floor( v + dot( v, C.yy ) ); - float2 x0 = v - i + dot( i, C.xx ); - float2 i1; - i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289( i ); - float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); - float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); - m = m * m; - m = m * m; - float3 x = 2.0 * frac( p * C.www ) - 1.0; - float3 h = abs( x ) - 0.5; - float3 ox = floor( x + 0.5 ); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot( m, g ); - } - - float MyCustomExpression16_g11670( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11671( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11673( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11680( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11715( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0,1.0) / size; - uvs -= pixel * float2(0.5,0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11752( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11754( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11758( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); - float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); - float d = q.x - min( q.w, q.y ); - float e = 1.0e-10; - return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB( float3 c ) - { - float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); - float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); - return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); - } - - float MyCustomExpression16_g11786( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11770( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11797( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11805( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11843( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11840( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11825( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11827( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11820( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11818( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11814( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11851( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11849( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11868( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11876( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11878( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11874( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11870( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11872( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - v2f VertexFunction (appdata v ) { - UNITY_SETUP_INSTANCE_ID(v); - v2f o; - UNITY_INITIALIZE_OUTPUT(v2f,o); - UNITY_TRANSFER_INSTANCE_ID(v,o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - float2 _ZeroVector = float2(0,0); - float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); - float4 screenPos = ComputeScreenPos( ase_positionCS ); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11664 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11664 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11664 = spriteRectMax377; - float2 break9_g11664 = float2( 0,0 ); - float2 break8_g11664 = float2( 1,1 ); - float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); - float2 staticSwitch366 = appendResult15_g11664; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON - float2 break77_g11895 = fixedUV475; - float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); - #else - float2 staticSwitch198 = _ZeroVector; + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; #endif - float2 temp_output_2_0_g11896 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11665 = _TimeValue; - #else - float staticSwitch44_g11665 = _Time.y; + uniform float _TimeValue; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11665 = UnscaledTime; - #else - float staticSwitch34_g11665 = staticSwitch44_g11665; + uniform float UnscaledTime; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); - #else - float staticSwitch37_g11665 = staticSwitch34_g11665; + uniform float _TimeSpeed; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11665 = staticSwitch37_g11665; + uniform float _TimeFPS; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11665 = staticSwitch38_g11665; + uniform float _TimeFrequency; + uniform float _TimeRange; #endif - float shaderTime237 = staticSwitch42_g11665; - float temp_output_8_0_g11896 = shaderTime237; #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); - #else - float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; #endif #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11897 = temp_output_8_0_g11896; - float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); - float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); - #else - float2 staticSwitch6_g11896 = staticSwitch4_g11896; + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; #endif #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); - #else - float2 staticSwitch10_g11896 = staticSwitch6_g11896; + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; #endif - float2 temp_output_424_0 = staticSwitch10_g11896; -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); - #endif - float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); - float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11666 = staticSwitch437; - float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); - float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11666 = temp_output_61_0_g11666; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11666 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11666; - float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); - float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11709 = shaderPosition235; - float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11711; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11709; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord9 = screenPos; - - o.ase_texcoord8.xy = v.ase_texcoord.xy; - o.ase_texcoord10 = v.vertex; - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord8.zw = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.vertex.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3( staticSwitch142 , 0.0 ); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.vertex.xyz = vertexValue; - #else - v.vertex.xyz += vertexValue; - #endif - v.vertex.w = 1; - v.normal = v.normal; - v.tangent = v.tangent; - - o.pos = UnityObjectToClipPos(v.vertex); - float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; - fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); - fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); - fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; - fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; - o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); - o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); - o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); - - #ifdef DYNAMICLIGHTMAP_ON - o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; - #else - o.lmap.zw = 0; - #endif - #ifdef LIGHTMAP_ON - o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; - #ifdef DIRLIGHTMAP_OFF - o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; - o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); - #endif - #else - o.lmap.xy = 0; - #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL - o.sh = 0; - o.sh = ShadeSHPerVertex (worldNormal, o.sh); - #endif - #endif - return o; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 vertex : INTERNALTESSPOS; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert ( appdata v ) - { - VertexControl o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - o.vertex = v.vertex; - o.tangent = v.tangent; - o.normal = v.normal; - o.texcoord1 = v.texcoord1; - o.texcoord2 = v.texcoord2; - o.ase_texcoord = v.ase_texcoord; - o.ase_color = v.ase_color; - return o; - } - - TessellationFactors TessellationFunction (InputPatch v) - { - TessellationFactors o; - float4 tf = 1; - float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf = FixedTess( tessValue ); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); - #elif defined(ASE_LENGTH_TESSELLATION) - tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); - #endif - o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; - return o; - } - - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) - { - appdata o = (appdata) 0; - o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; - o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; - o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; - o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; - o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; - o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i < 3; ++i) - pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); - float phongStrength = _TessPhongStrength; - o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID(patch[0], o); - return VertexFunction(o); - } - #else - v2f vert ( appdata v ) - { - return VertexFunction( v ); - } - #endif - - void frag (v2f IN - , out half4 outGBuffer0 : SV_Target0 - , out half4 outGBuffer1 : SV_Target1 - , out half4 outGBuffer2 : SV_Target2 - , out half4 outEmission : SV_Target3 - #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) - , out half4 outShadowMask : SV_Target4 - #endif - #ifdef _DEPTHOFFSET_ON - , out float outputDepth : SV_Depth - #endif - ) - { - UNITY_SETUP_INSTANCE_ID(IN); - - #ifdef LOD_FADE_CROSSFADE - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - #endif - - #if defined(_SPECULAR_SETUP) - SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; - #else - SurfaceOutputStandard o = (SurfaceOutputStandard)0; - #endif - float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); - float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); - float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); - float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); - float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); - half atten = 1; - - float2 texCoord363 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); - float4 screenPos = IN.ase_texcoord9; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11664 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11664 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11664 = spriteRectMax377; - float2 break9_g11664 = float2( 0,0 ); - float2 break8_g11664 = float2( 1,1 ); - float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); - float2 staticSwitch366 = appendResult15_g11664; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11667 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11668 = _WindMinIntensity; - #else - float staticSwitch117_g11668 = WindMinIntensity; + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; #endif #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11668 = _WindMaxIntensity; - #else - float staticSwitch118_g11668 = WindMaxIntensity; + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; #endif - #endif - float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11668 = _WindXPosition; - #else - float staticSwitch111_g11668 = transform62_g11668.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11668 = _WindNoiseScale; - #else - float staticSwitch113_g11668 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11665 = _TimeValue; - #else - float staticSwitch44_g11665 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11665 = UnscaledTime; - #else - float staticSwitch34_g11665 = staticSwitch44_g11665; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); - #else - float staticSwitch37_g11665 = staticSwitch34_g11665; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11665 = staticSwitch37_g11665; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11665 = staticSwitch38_g11665; - #endif - float shaderTime237 = staticSwitch42_g11665; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); - #else - float staticSwitch125_g11668 = WindTime; - #endif - float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); - float x101_g11668 = temp_output_50_0_g11668; - float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); - float2 temp_cast_0 = (temp_output_50_0_g11668).xx; - float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); - simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11668 = simplePerlin2D121_g11668; - #else - float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); - #endif - float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); - float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); - float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; - float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); - float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); - float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); - float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); - float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; - #else - float2 staticSwitch4_g11667 = temp_output_3_0_g11667; - #endif - float2 texCoord435 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11666 = staticSwitch437; - float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); - float2 texCoord23_g11666 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11666 = temp_output_61_0_g11666; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11666 = (IN.ase_texcoord10.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11666 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11666 = (worldPos).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11666; #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11669 = shaderPosition235; - float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); - float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); - float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); - float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); - #else - float2 staticSwitch83 = staticSwitch4_g11667; + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11672 = shaderPosition235; - float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); - float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); - float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11672 = rotatedValue136_g11672; - float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); - float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); - float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); - #else - float2 staticSwitch82 = staticSwitch83; + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; #endif #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11677 = unity_OrthoParams.y; - float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11677 ); - float2 temp_cast_4 = (temp_output_8_0_g11677).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); - float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11677).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); - float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); - #else - float2 staticSwitch59 = staticSwitch82; + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; #endif #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11675 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11675; - float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); - float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); - float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); - #else - float2 staticSwitch62 = staticSwitch59; + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; #endif - float2 temp_output_1_0_g11716 = staticSwitch62; - float2 temp_output_26_0_g11716 = shaderPosition235; - float temp_output_25_0_g11716 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); - float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); - float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord8.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); - #else - float staticSwitch29_g11723 = _UVDistortFade; - #endif - float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) ); - #else - float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; #endif #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11722 = staticSwitch5_g11716; - float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); - #else - float2 staticSwitch7_g11716 = staticSwitch5_g11716; + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; #endif #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; - #else - float2 staticSwitch9_g11716 = staticSwitch7_g11716; + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; #endif #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); - float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; - #else - float2 staticSwitch16_g11716 = staticSwitch9_g11716; + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; #endif #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); - #else - float2 staticSwitch14_g11716 = staticSwitch16_g11716; + uniform float2 _UVScrollSpeed; #endif #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11716 = clampResult46_g11718; - #else - float2 staticSwitch4_g11716 = staticSwitch14_g11716; + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; #endif #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); - #else - float2 staticSwitch24_g11716 = staticSwitch4_g11716; + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; #endif - float2 temp_output_1_0_g11727 = staticSwitch24_g11716; #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); - #else - float staticSwitch18_g11727 = temp_output_7_0_g11727; - #endif - float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); - float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); - #else - float2 staticSwitch13_g11727 = temp_output_1_0_g11727; - #endif - float2 temp_output_484_0 = staticSwitch13_g11727; - float2 texCoord131 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord8.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); - #endif - float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); - float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); - float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11709 = shaderPosition235; - float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11711; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11709; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11728 = staticSwitch485; - float2 break11_g11728 = float2( 0,0 ); - float2 break10_g11728 = float2( 1,1 ); - float2 break9_g11728 = spriteRectMin376; - float2 break8_g11728 = spriteRectMax377; - float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y)))); - float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11730 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11731 = _MainTex; - float4 textureTexelSize3_g11731 = _MainTex_TexelSize; - float2 uvs3_g11731 = temp_output_1_0_g11730; - float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); - float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; - #else - float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); - float temp_output_2_0_g11742 = temp_output_10_0_g11732; - float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); - float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); - float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; - float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); - float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; - float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); - float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); - float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; - float temp_output_2_0_g11733 = temp_output_10_0_g11732; - float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); - float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); - float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); - float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; - float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); - float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); - float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; - float temp_output_2_0_g11739 = temp_output_10_0_g11732; - float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); - float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); - float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); - float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; - float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); - float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); - float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; - float temp_output_2_0_g11736 = temp_output_10_0_g11732; - float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); - float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); - float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); - float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; - float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); - float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); - float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; - float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); - #else - float4 staticSwitch3_g11730 = staticSwitch8_g11730; + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; #endif #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; - float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); - float temp_output_2_0_g11746 = _SharpenOffset; - float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); - float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; - float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; - float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); - float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); - float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; - float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); - float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); - float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); - float4 staticSwitch12_g11730 = appendResult24_g11745; - #else - float4 staticSwitch12_g11730 = staticSwitch3_g11730; + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; #endif - float4 temp_output_471_0 = staticSwitch12_g11730; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11749 = temp_output_471_0; - float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); - float4 staticSwitch354 = appendResult8_g11749; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11750 = originalColor191; - float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float2 temp_output_7_0_g11750 = finalUV146; #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); - float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); - float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); - float4 staticSwitch2_g11750 = appendResult31_g11751; - #else - float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11753 = staticSwitch2_g11750; - float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; - float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); - float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); - float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11750 = appendResult13_g11753; - #else - float4 staticSwitch3_g11750 = staticSwitch2_g11750; + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; #endif - float4 temp_output_1_0_g11755 = staticSwitch3_g11750; #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; - float2 appendResult4_g11756 = (float2(worldPos.x , worldPos.y)); - float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); - float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); - float4 staticSwitch2_g11755 = appendResult42_g11756; - #else - float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; #endif #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11757 = finalUV146; - float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); - float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); - float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); - float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); - float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); - #else - float4 staticSwitch6_g11755 = staticSwitch2_g11755; + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; #endif - float4 temp_output_3_0_g11759 = staticSwitch6_g11755; - float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; - float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); - float2 temp_output_1_0_g11759 = finalUV146; #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); - #else - float4 staticSwitch81_g11791 = appendResult91_g11791; - #endif - float3 break82_g11791 = (staticSwitch81_g11791).xyz; - float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); - float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); - float4 break2_g11792 = temp_output_1_0_g11791; - float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); - float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); - float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch43_g11759 = appendResult30_g11791; - #else - float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11789 = staticSwitch43_g11759; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); - #else - float4 staticSwitch62_g11789 = temp_output_1_0_g11789; - #endif - float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); - float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11789 = 0; - if( temp_output_43_0_g11789 >= 0.8333333 ) - ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.6666667 ) - ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11789 = ifLocalVar46_g11789; - float4 ifLocalVar47_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.3333333 ) - ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.1666667 ) - ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11789 = ifLocalVar47_g11789; - float4 ifLocalVar35_g11789 = 0; - if( temp_output_43_0_g11789 >= 0.5 ) - ifLocalVar35_g11789 = ifLocalVar44_g11789; - else - ifLocalVar35_g11789 = ifLocalVar45_g11789; - float4 break55_g11789 = ifLocalVar35_g11789; - float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); - float4 break2_g11790 = temp_output_1_0_g11789; - float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); - float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); - float4 staticSwitch9_g11759 = appendResult30_g11789; - #else - float4 staticSwitch9_g11759 = staticSwitch43_g11759; + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; #endif #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11763 = staticSwitch9_g11759; - float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; - float3 In115_g11763 = temp_output_2_0_g11763; - float3 From115_g11763 = (_ColorReplaceFromColor).rgb; - float4 break2_g11764 = temp_output_1_0_g11763; - float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11763 = _ColorReplaceSmoothness; - float Range115_g11763 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); - float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); - float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); - float4 staticSwitch29_g11759 = appendResult4_g11763; - #else - float4 staticSwitch29_g11759 = staticSwitch9_g11759; + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; #endif - float4 temp_output_1_0_g11776 = staticSwitch29_g11759; #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; - float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); - float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); - float4 staticSwitch4_g11776 = appendResult8_g11776; - #else - float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + uniform float _NegativeFade; #endif - float4 temp_output_57_0_g11759 = staticSwitch4_g11776; #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; - float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); - float4 staticSwitch32_g11759 = appendResult4_g11799; - #else - float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + uniform float _Contrast; #endif #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11774 = staticSwitch32_g11759; - float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); - float4 staticSwitch33_g11759 = appendResult6_g11774; - #else - float4 staticSwitch33_g11759 = staticSwitch32_g11759; + uniform float _Brightness; #endif #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11775 = staticSwitch33_g11759; - float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); - float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); - float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); - float4 staticSwitch36_g11759 = appendResult8_g11775; - #else - float4 staticSwitch36_g11759 = staticSwitch33_g11759; + uniform float _Hue; #endif #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11793 = staticSwitch36_g11759; - float4 break2_g11794 = temp_output_1_0_g11793; - float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); - float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); - float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); - float4 staticSwitch30_g11759 = appendResult18_g11793; - #else - float4 staticSwitch30_g11759 = staticSwitch36_g11759; + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; #endif #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11771 = staticSwitch30_g11759; - float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; - float4 break12_g11771 = temp_output_1_0_g11771; - float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); - float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); - float4 staticSwitch20_g11759 = appendResult11_g11771; - #else - float4 staticSwitch20_g11759 = staticSwitch30_g11759; + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; #endif #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11785 = staticSwitch20_g11759; - float4 break2_g11787 = temp_output_1_0_g11785; - float2 temp_output_65_0_g11785 = shaderPosition235; - float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); - float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); - float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); - float4 staticSwitch17_g11759 = appendResult9_g11785; - #else - float4 staticSwitch17_g11759 = staticSwitch20_g11759; + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; #endif - float temp_output_39_0_g11759 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11777 = staticSwitch17_g11759; - float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); - float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); - float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch19_g11759 = appendResult6_g11777; - #else - float4 staticSwitch19_g11759 = staticSwitch17_g11759; + uniform float _ShiftHueSpeed; #endif #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11781 = staticSwitch19_g11759; - float4 break2_g11783 = temp_output_1_0_g11781; - float2 uv_AddHueMask = IN.ase_texcoord8.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); - #else - float staticSwitch33_g11781 = _AddHueFade; - #endif - float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); - float4 staticSwitch23_g11759 = appendResult6_g11781; - #else - float4 staticSwitch23_g11759 = staticSwitch19_g11759; + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11778 = staticSwitch23_g11759; - float4 break2_g11779 = temp_output_1_0_g11778; - float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord8.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); - #else - float3 staticSwitch27_g11778 = temp_output_13_0_g11778; - #endif - float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); - float4 staticSwitch28_g11759 = appendResult21_g11778; - #else - float4 staticSwitch28_g11759 = staticSwitch23_g11759; + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; #endif #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11766 = staticSwitch28_g11759; - float4 break2_g11767 = temp_output_1_0_g11766; - float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; - float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); - float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); - float4 staticSwitch38_g11759 = appendResult8_g11766; - #else - float4 staticSwitch38_g11759 = staticSwitch28_g11759; + uniform float _Saturation; #endif #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11768 = staticSwitch38_g11759; - float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; - float temp_output_179_0_g11768 = temp_output_39_0_g11759; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); - #else - float3 staticSwitch187_g11768 = temp_output_82_0_g11768; - #endif - float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); - #else - float2 staticSwitch169_g11768 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); - float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 ); - float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); - float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); - #else - float staticSwitch188_g11768 = temp_output_15_0_g11768.a; - #endif - float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); - float4 staticSwitch12_g11759 = appendResult177_g11768; - #else - float4 staticSwitch12_g11759 = staticSwitch38_g11759; + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11796 = staticSwitch12_g11759; - float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; - float temp_output_186_0_g11796 = temp_output_39_0_g11759; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); - #else - float3 staticSwitch199_g11796 = temp_output_82_0_g11796; - #endif - float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11796 = 1.0; - #else - float staticSwitch203_g11796 = temp_output_182_0_g11796; - #endif - float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); - float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); - float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); - #else - float2 staticSwitch157_g11796 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); - float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 ); - float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); - #else - float staticSwitch200_g11796 = lerpResult168_g11796; - #endif - float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); - float4 staticSwitch13_g11759 = appendResult174_g11796; - #else - float4 staticSwitch13_g11759 = staticSwitch12_g11759; + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; #endif #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11773 = staticSwitch13_g11759; - float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); - #else - float3 staticSwitch199_g11773 = temp_output_82_0_g11773; - #endif - float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11773 = 1.0; - #else - float staticSwitch203_g11773 = temp_output_182_0_g11773; - #endif - float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); - float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); - float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); - float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); - #else - float staticSwitch200_g11773 = lerpResult168_g11773; - #endif - float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); - float4 staticSwitch48_g11759 = appendResult174_g11773; - #else - float4 staticSwitch48_g11759 = staticSwitch13_g11759; + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; #endif #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11760 = staticSwitch48_g11759; - float4 break2_g11761 = temp_output_5_0_g11760; - float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); - float4 staticSwitch46_g11759 = appendResult12_g11760; - #else - float4 staticSwitch46_g11759 = staticSwitch48_g11759; + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; #endif - float4 temp_output_361_0 = staticSwitch46_g11759; #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11801 = temp_output_361_0; - float4 break2_g11802 = temp_output_1_0_g11801; - float temp_output_44_0_g11801 = unity_OrthoParams.y; - float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); - float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11801; - #else - float4 staticSwitch56 = temp_output_361_0; + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; #endif #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11804 = staticSwitch56; - float4 break2_g11806 = temp_output_1_0_g11804; - float temp_output_34_0_g11804 = shaderTime237; - float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); - float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); - float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); - float4 staticSwitch57 = appendResult27_g11804; - #else - float4 staticSwitch57 = staticSwitch56; + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; #endif - float4 temp_output_3_0_g11808 = staticSwitch57; - float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; - float2 temp_output_41_0_g11808 = shaderPosition235; - float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; - float temp_output_40_0_g11808 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); - #else - float2 staticSwitch101_g11838 = temp_output_99_0_g11838; - #endif - float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); - float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); - float4 break2_g11841 = temp_output_1_0_g11838; - float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); - float4 staticSwitch26_g11808 = appendResult7_g11838; - #else - float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; #endif #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11831 = staticSwitch26_g11808; - float temp_output_59_0_g11831 = temp_output_40_0_g11808; - float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float4 break2_g11833 = temp_output_1_0_g11831; - float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); - float2 uv_MetalMask = IN.ase_texcoord8.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); - #else - float staticSwitch60_g11831 = _MetalFade; - #endif - float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); - float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); - float4 staticSwitch28_g11808 = appendResult8_g11831; - #else - float4 staticSwitch28_g11808 = staticSwitch26_g11808; + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; #endif #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11823 = staticSwitch28_g11808; - float4 break2_g11824 = temp_output_1_0_g11823; - float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); - float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; - float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); - float temp_output_73_0_g11823 = temp_output_40_0_g11808; - float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); - float4 staticSwitch29_g11808 = appendResult26_g11823; - #else - float4 staticSwitch29_g11808 = staticSwitch28_g11808; + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; #endif #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11817 = staticSwitch29_g11808; - float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; - float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); - float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; - float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); - float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); - float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); - float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); - float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); - float4 staticSwitch32_g11808 = appendResult43_g11817; - #else - float4 staticSwitch32_g11808 = staticSwitch29_g11808; + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; #endif #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; - float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); - float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); - float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11813 = staticSwitch32_g11808; - float4 break2_g11815 = temp_output_1_0_g11813; - float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); - float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); - float4 staticSwitch34_g11808 = appendResult29_g11813; - #else - float4 staticSwitch34_g11808 = staticSwitch32_g11808; + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; #endif #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11809 = staticSwitch34_g11808; - float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; - float4 break2_g11811 = temp_output_1_0_g11809; - float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; - float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); - float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); - float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = IN.ase_texcoord8.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); - #else - float staticSwitch98_g11809 = _ShineFade; - #endif - float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); - float4 staticSwitch36_g11808 = appendResult8_g11809; - #else - float4 staticSwitch36_g11808 = staticSwitch34_g11808; + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; #endif #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11844 = temp_output_40_0_g11808; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11844 = staticSwitch36_g11808; - float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; - float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); - float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); - float4 staticSwitch39_g11808 = appendResult27_g11844; - #else - float4 staticSwitch39_g11808 = staticSwitch36_g11808; + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; #endif - float4 temp_output_10_0_g11848 = staticSwitch39_g11808; #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; - float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; - float temp_output_1_0_g11848 = temp_output_40_0_g11808; - float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); - float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); - float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); - float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); - float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); - float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); - float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11848 = hsvTorgb53_g11848; - #else - float3 staticSwitch50_g11848 = lerpResult42_g11848; + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; #endif - float4 break2_g11850 = temp_output_10_0_g11848; - float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11848 = lerpResult44_g11848; - #else - float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); - #endif - float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); - float4 staticSwitch11_g11848 = appendResult19_g11848; - #else - float4 staticSwitch11_g11848 = temp_output_10_0_g11848; - #endif - float4 temp_output_1_0_g11853 = staticSwitch11_g11848; #ifdef _ENABLESHIFTING_ON - float4 break5_g11853 = temp_output_1_0_g11853; - float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); - float4 break2_g11854 = temp_output_1_0_g11853; - float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); - float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11853 = hsvTorgb12_g11853; - #else - float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; #endif - float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); - float4 staticSwitch33_g11853 = appendResult6_g11853; - #else - float4 staticSwitch33_g11853 = temp_output_1_0_g11853; - #endif - float4 temp_output_5_0_g11860 = staticSwitch33_g11853; #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11860 = temp_output_5_0_g11860; - float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); - float temp_output_27_0_g11860 = temp_output_40_0_g11808; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); - #else - float2 staticSwitch73_g11860 = _TextureLayer1Offset; + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; #endif - float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11861 = _TextureLayer1Columns; - int Height10_g11861 = _TextureLayer1Rows; - float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11861 = float2( 0,1 ); - float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; - #else - float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; #endif - float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); - float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); - float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); - float4 break2_g11862 = temp_output_5_0_g11860; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); - #else - float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; #endif - float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); - float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); - float4 staticSwitch15_g11860 = appendResult14_g11860; - #else - float4 staticSwitch15_g11860 = temp_output_5_0_g11860; - #endif - float4 temp_output_5_0_g11856 = staticSwitch15_g11860; #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11856 = temp_output_5_0_g11856; - float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); - float temp_output_27_0_g11856 = temp_output_40_0_g11808; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); - #else - float2 staticSwitch73_g11856 = _TextureLayer2Offset; + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; #endif - float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11857 = _TextureLayer2Columns; - int Height10_g11857 = _TextureLayer2Rows; - float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11857 = float2( 0,1 ); - float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; - #else - float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; #endif - float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); - float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); - float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); - float4 break2_g11858 = temp_output_5_0_g11856; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); - #else - float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; #endif - float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); - float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); - float4 staticSwitch15_g11856 = appendResult14_g11856; - #else - float4 staticSwitch15_g11856 = temp_output_5_0_g11856; - #endif - float4 temp_output_473_0 = staticSwitch15_g11856; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11864 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11864; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11865 = staticSwitch77; - float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); - float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11865; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11866 = staticSwitch75; - float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; -#ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); - #endif - float2 temp_output_18_0_g11866 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); - float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); - float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); - float4 staticSwitch3_g11866 = appendResult3_g11867; - #else - float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); - float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; - float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); - float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11875 = staticSwitch3_g11866; - float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); - float4 staticSwitch5_g11866 = appendResult3_g11875; - #else - float4 staticSwitch5_g11866 = staticSwitch3_g11866; + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11877 = staticSwitch5_g11866; - float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; - float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); - float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); - float4 staticSwitch8_g11866 = appendResult3_g11877; - #else - float4 staticSwitch8_g11866 = staticSwitch5_g11866; + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; - float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); - float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11873 = staticSwitch8_g11866; - float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); - float4 staticSwitch9_g11866 = appendResult3_g11873; - #else - float4 staticSwitch9_g11866 = staticSwitch8_g11866; + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11869 = staticSwitch9_g11866; - float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; - float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11869 = rotatedValue136_g11869; - float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); - float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); - float4 staticSwitch11_g11866 = appendResult3_g11869; - #else - float4 staticSwitch11_g11866 = staticSwitch9_g11866; + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; - float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11871 = rotatedValue136_g11871; - float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); - float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); - float4 temp_output_1_0_g11871 = staticSwitch11_g11866; - float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); - float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); - float4 staticSwitch15_g11866 = appendResult3_g11871; - #else - float4 staticSwitch15_g11866 = staticSwitch11_g11866; + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11879 = staticSwitch15_g11866; - float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; - float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); - float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); - float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); - float4 staticSwitch13_g11866 = appendResult3_g11879; - #else - float4 staticSwitch13_g11866 = staticSwitch15_g11866; + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; #endif #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord8.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); - #else - float3 staticSwitch16_g11882 = temp_output_3_0_g11882; - #endif - float4 temp_output_1_0_g11882 = staticSwitch13_g11866; - float4 break2_g11884 = temp_output_1_0_g11882; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); - #else - float3 staticSwitch17_g11882 = staticSwitch16_g11882; - #endif - float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); - float4 staticSwitch5_g11881 = appendResult6_g11882; - #else - float4 staticSwitch5_g11881 = staticSwitch13_g11866; + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; #endif #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11885 = staticSwitch5_g11881; - float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); - float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); - float4 staticSwitch11_g11881 = appendResult13_g11885; - #else - float4 staticSwitch11_g11881 = staticSwitch5_g11881; + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; #endif #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11886 = staticSwitch11_g11881; - float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord8.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); - #else - float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; #endif - float4 break2_g11888 = temp_output_1_0_g11886; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); - #else - float3 staticSwitch22_g11886 = staticSwitch21_g11886; - #endif - float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); - float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); - float4 staticSwitch7_g11881 = appendResult9_g11886; - #else - float4 staticSwitch7_g11881 = staticSwitch11_g11881; - #endif - float4 temp_output_2_0_g11889 = staticSwitch7_g11881; #ifdef _ENABLESHADOW_ON - float4 break4_g11891 = temp_output_2_0_g11889; - float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); - float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11891 = appendResult85_g11889; - float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); - float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); - float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); - float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); - float4 staticSwitch82_g11889 = appendResult18_g11891; - #else - float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; #endif - float4 break4_g11892 = staticSwitch82_g11889; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11750 = 1.0; - #else - float staticSwitch8_g11750 = IN.ase_color.a; + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11750 = 1.0; - #else - float staticSwitch9_g11750 = staticSwitch8_g11750; - #endif - float customVertexAlpha193 = staticSwitch9_g11750; - float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11892; - float4 temp_output_1_0_g11893 = temp_output_344_0; - float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11893; - #endif - float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11900 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); - float4 staticSwitch6_g11900 = appendResult2_g11900; - #else - float4 staticSwitch6_g11900 = temp_output_7_0_g11900; - #endif - float4 temp_output_340_0 = staticSwitch6_g11900; - - float2 temp_output_11_0_g11901 = finalUV146; - + uniform float _Smoothness; #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); - float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); - float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); - float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); - #else - float3 staticSwitch13_g11901 = float3(0,0,0); + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } - #ifdef _METALLICMAPTOGGLE_ON - float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 ); - float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic ); - #else - float staticSwitch23_g11901 = _Metallic; - #endif + float MyCustomExpression16_g11712( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } - #ifdef _METALLICMAPTOGGLE_ON - float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r ); - #else - float staticSwitch22_g11901 = _Smoothness; - #endif + float MyCustomExpression16_g11710( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } - o.Albedo = temp_output_340_0.rgb; - o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity ); - o.Emission = staticSwitch13_g11901; - #if defined(_SPECULAR_SETUP) - o.Specular = fixed3( 0, 0, 0 ); + float FastNoise101_g11668( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11680( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11752( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11754( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11758( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11786( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11797( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11805( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11840( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11825( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11827( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11820( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11818( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11814( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11851( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11878( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11874( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) ))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11895 = fixedUV475; + float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11896 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + float temp_output_8_0_g11896 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); + #else + float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11897 = temp_output_8_0_g11896; + float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); + float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); + #else + float2 staticSwitch6_g11896 = staticSwitch4_g11896; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11896 = staticSwitch6_g11896; + #endif + float2 temp_output_424_0 = staticSwitch10_g11896; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord4.xy = v.texcoord.xyzw.xy; + o.ase_texcoord5 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord4.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 normalWS = UnityObjectToWorldNormal( v.normal ); + half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz ); + + o.pos = UnityObjectToClipPos( v.vertex ); + o.worldPos.xyz = positionWS; + o.normalWS = normalWS; + o.tangentWS = half4( tangentWS, v.tangent.w ); + + o.ambientOrLightmapUV = 0; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #elif UNITY_SHOULD_SAMPLE_SH + #ifdef VERTEXLIGHT_ON + o.ambientOrLightmapUV.rgb += Shade4PointLights( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, positionWS, normalWS ); + #endif + o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb ); + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.tangentWS.zw = v.texcoord.xy; + o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half4 tangent : TANGENT; + half3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } #else - o.Metallic = staticSwitch23_g11901; - #endif - o.Smoothness = staticSwitch22_g11901; - o.Occlusion = 1; - o.Alpha = temp_output_340_0.a; - float AlphaClipThreshold = 0.0; - float3 BakedGI = 0; - - #ifdef _ALPHATEST_ON - clip( o.Alpha - AlphaClipThreshold ); + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } #endif - #ifdef _DEPTHOFFSET_ON - outputDepth = IN.pos.z; - #endif + void frag (v2f IN + , out half4 outGBuffer0 : SV_Target0 + , out half4 outGBuffer1 : SV_Target1 + , out half4 outGBuffer2 : SV_Target2 + , out half4 outEmission : SV_Target3 + #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) + , out half4 outShadowMask : SV_Target4 + #endif + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); - #ifndef USING_DIRECTIONAL_LIGHT - fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); - #else - fixed3 lightDir = _WorldSpaceLightPos0.xyz; - #endif + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif - float3 worldN; - worldN.x = dot(IN.tSpace0.xyz, o.Normal); - worldN.y = dot(IN.tSpace1.xyz, o.Normal); - worldN.z = dot(IN.tSpace2.xyz, o.Normal); - worldN = normalize(worldN); - o.Normal = worldN; + #if defined(ASE_LIGHTING_SIMPLE) + SurfaceOutput o = (SurfaceOutput)0; + #else + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + #endif - UnityGI gi; - UNITY_INITIALIZE_OUTPUT(UnityGI, gi); - gi.indirect.diffuse = 0; - gi.indirect.specular = 0; - gi.light.color = 0; - gi.light.dir = half3(0,1,0); + float3 PositionWS = IN.worldPos.xyz; + half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) ); + float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + half3 NormalWS = IN.normalWS; + half3 TangentWS = IN.tangentWS.xyz; + half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w; - UnityGIInput giInput; - UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); - giInput.light = gi.light; - giInput.worldPos = worldPos; - giInput.worldViewDir = worldViewDir; - giInput.atten = atten; - #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) - giInput.lightmapUV = IN.lmap; - #else - giInput.lightmapUV = 0.0; - #endif - #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL - giInput.ambient = IN.sh; - #else - giInput.ambient.rgb = 0.0; - #endif - giInput.probeHDR[0] = unity_SpecCube0_HDR; - giInput.probeHDR[1] = unity_SpecCube1_HDR; - #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) - giInput.boxMin[0] = unity_SpecCube0_BoxMin; - #endif - #ifdef UNITY_SPECCUBE_BOX_PROJECTION - giInput.boxMax[0] = unity_SpecCube0_BoxMax; - giInput.probePosition[0] = unity_SpecCube0_ProbePosition; - giInput.boxMax[1] = unity_SpecCube1_BoxMax; - giInput.boxMin[1] = unity_SpecCube1_BoxMin; - giInput.probePosition[1] = unity_SpecCube1_ProbePosition; - #endif + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif - #if defined(_SPECULAR_SETUP) - LightingStandardSpecular_GI( o, giInput, gi ); - #else - LightingStandard_GI( o, giInput, gi ); + float2 texCoord363 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) ))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11667 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11668 = _WindMinIntensity; + #else + float staticSwitch117_g11668 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11668 = _WindMaxIntensity; + #else + float staticSwitch118_g11668 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11668 = _WindXPosition; + #else + float staticSwitch111_g11668 = transform62_g11668.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11668 = _WindNoiseScale; + #else + float staticSwitch113_g11668 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11668 = WindTime; + #endif + float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); + float x101_g11668 = temp_output_50_0_g11668; + float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); + float2 temp_cast_0 = (temp_output_50_0_g11668).xx; + float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11668 = simplePerlin2D121_g11668; + #else + float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); + #endif + float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); + float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; + float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); + float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); + float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); + float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; + #else + float2 staticSwitch4_g11667 = temp_output_3_0_g11667; + #endif + float2 texCoord435 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); #endif - - #ifdef ASE_BAKEDGI - gi.indirect.diffuse = BakedGI; + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (IN.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11669 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11667; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11672 = shaderPosition235; + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11672 = rotatedValue136_g11672; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11677 = unity_OrthoParams.y; + float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11677 ); + float2 temp_cast_4 = (temp_output_8_0_g11677).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11677).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); + float2 appendResult10_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11678 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11678 = appendResult2_g11678; + #else + float2 staticSwitch9_g11678 = ( float2( 100,100 ) / appendResult10_g11678 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11678.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11675 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11675; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11716 = staticSwitch62; + float2 temp_output_26_0_g11716 = shaderPosition235; + float temp_output_25_0_g11716 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); + float2 appendResult10_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11725 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11725 = appendResult2_g11725; + #else + float2 staticSwitch9_g11725 = ( float2( 100,100 ) / appendResult10_g11725 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord4.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); + #else + float staticSwitch29_g11723 = _UVDistortFade; + #endif + float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * staticSwitch9_g11725 * staticSwitch29_g11723 ) ); + #else + float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11722 = staticSwitch5_g11716; + float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11716 = staticSwitch5_g11716; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; + #else + float2 staticSwitch9_g11716 = staticSwitch7_g11716; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; + #else + float2 staticSwitch16_g11716 = staticSwitch9_g11716; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); + #else + float2 staticSwitch14_g11716 = staticSwitch16_g11716; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11716 = clampResult46_g11718; + #else + float2 staticSwitch4_g11716 = staticSwitch14_g11716; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11716 = staticSwitch4_g11716; + #endif + float2 temp_output_1_0_g11727 = staticSwitch24_g11716; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); + #else + float staticSwitch18_g11727 = temp_output_7_0_g11727; + #endif + float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); + float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); + #else + float2 staticSwitch13_g11727 = temp_output_1_0_g11727; + #endif + float2 temp_output_484_0 = staticSwitch13_g11727; + float2 texCoord131 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord4.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11728 = staticSwitch485; + float2 break11_g11728 = float2( 0,0 ); + float2 break10_g11728 = float2( 1,1 ); + float2 break9_g11728 = spriteRectMin376; + float2 break8_g11728 = spriteRectMax377; + float2 appendResult15_g11728 = (float2( (break9_g11728.x + ( break14_g11728.x - break11_g11728.x ) * ( break8_g11728.x - break9_g11728.x ) / ( break10_g11728.x - break11_g11728.x ) ) , (break9_g11728.y + ( break14_g11728.y - break11_g11728.y ) * ( break8_g11728.y - break9_g11728.y ) / ( break10_g11728.y - break11_g11728.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11730 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11731 = _MainTex; + float4 textureTexelSize3_g11731 = _MainTex_TexelSize; + float2 uvs3_g11731 = temp_output_1_0_g11730; + float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); + float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; + #else + float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11742 = temp_output_10_0_g11732; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11733 = temp_output_10_0_g11732; + float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); + float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); + float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; + float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); + float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); + float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; + float temp_output_2_0_g11739 = temp_output_10_0_g11732; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float temp_output_2_0_g11736 = temp_output_10_0_g11732; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11730 = staticSwitch8_g11730; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; + float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); + float temp_output_2_0_g11746 = _SharpenOffset; + float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; + float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; + float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); + float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); + float4 staticSwitch12_g11730 = appendResult24_g11745; + #else + float4 staticSwitch12_g11730 = staticSwitch3_g11730; + #endif + float4 temp_output_471_0 = staticSwitch12_g11730; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11749 = temp_output_471_0; + float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); + float4 staticSwitch354 = appendResult8_g11749; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11750 = originalColor191; + float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float2 temp_output_7_0_g11750 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); + float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); + float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); + float4 staticSwitch2_g11750 = appendResult31_g11751; + #else + float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11753 = staticSwitch2_g11750; + float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; + float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); + float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); + float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11750 = appendResult13_g11753; + #else + float4 staticSwitch3_g11750 = staticSwitch2_g11750; + #endif + float4 temp_output_1_0_g11755 = staticSwitch3_g11750; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; + float2 appendResult4_g11756 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); + float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); + float4 staticSwitch2_g11755 = appendResult42_g11756; + #else + float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11757 = finalUV146; + float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); + float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); + float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); + float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); + float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); + #else + float4 staticSwitch6_g11755 = staticSwitch2_g11755; + #endif + float4 temp_output_3_0_g11759 = staticSwitch6_g11755; + float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; + float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); + float2 temp_output_1_0_g11759 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch81_g11791 = appendResult91_g11791; + #endif + float3 break82_g11791 = (staticSwitch81_g11791).xyz; + float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); + float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); + float4 break2_g11792 = temp_output_1_0_g11791; + float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); + float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); + float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch43_g11759 = appendResult30_g11791; + #else + float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11789 = staticSwitch43_g11759; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch62_g11789 = temp_output_1_0_g11789; + #endif + float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); + float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.8333333 ) + ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.6666667 ) + ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11789 = ifLocalVar46_g11789; + float4 ifLocalVar47_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.3333333 ) + ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.1666667 ) + ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11789 = ifLocalVar47_g11789; + float4 ifLocalVar35_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.5 ) + ifLocalVar35_g11789 = ifLocalVar44_g11789; + else + ifLocalVar35_g11789 = ifLocalVar45_g11789; + float4 break55_g11789 = ifLocalVar35_g11789; + float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); + float4 break2_g11790 = temp_output_1_0_g11789; + float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); + float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); + float4 staticSwitch9_g11759 = appendResult30_g11789; + #else + float4 staticSwitch9_g11759 = staticSwitch43_g11759; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11763 = staticSwitch9_g11759; + float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; + float3 In115_g11763 = temp_output_2_0_g11763; + float3 From115_g11763 = (_ColorReplaceFromColor).rgb; + float4 break2_g11764 = temp_output_1_0_g11763; + float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11763 = _ColorReplaceSmoothness; + float Range115_g11763 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); + float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); + float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); + float4 staticSwitch29_g11759 = appendResult4_g11763; + #else + float4 staticSwitch29_g11759 = staticSwitch9_g11759; + #endif + float4 temp_output_1_0_g11776 = staticSwitch29_g11759; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; + float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); + float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); + float4 staticSwitch4_g11776 = appendResult8_g11776; + #else + float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + #endif + float4 temp_output_57_0_g11759 = staticSwitch4_g11776; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); + float4 staticSwitch32_g11759 = appendResult4_g11799; + #else + float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11774 = staticSwitch32_g11759; + float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); + float4 staticSwitch33_g11759 = appendResult6_g11774; + #else + float4 staticSwitch33_g11759 = staticSwitch32_g11759; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11775 = staticSwitch33_g11759; + float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); + float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); + float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); + float4 staticSwitch36_g11759 = appendResult8_g11775; + #else + float4 staticSwitch36_g11759 = staticSwitch33_g11759; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11793 = staticSwitch36_g11759; + float4 break2_g11794 = temp_output_1_0_g11793; + float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); + float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); + float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); + float4 staticSwitch30_g11759 = appendResult18_g11793; + #else + float4 staticSwitch30_g11759 = staticSwitch36_g11759; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11771 = staticSwitch30_g11759; + float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; + float4 break12_g11771 = temp_output_1_0_g11771; + float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); + float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); + float4 staticSwitch20_g11759 = appendResult11_g11771; + #else + float4 staticSwitch20_g11759 = staticSwitch30_g11759; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11785 = staticSwitch20_g11759; + float4 break2_g11787 = temp_output_1_0_g11785; + float2 temp_output_65_0_g11785 = shaderPosition235; + float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); + float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); + float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); + float4 staticSwitch17_g11759 = appendResult9_g11785; + #else + float4 staticSwitch17_g11759 = staticSwitch20_g11759; + #endif + float temp_output_39_0_g11759 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11777 = staticSwitch17_g11759; + float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); + float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); + float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch19_g11759 = appendResult6_g11777; + #else + float4 staticSwitch19_g11759 = staticSwitch17_g11759; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11781 = staticSwitch19_g11759; + float4 break2_g11783 = temp_output_1_0_g11781; + float2 uv_AddHueMask = IN.ase_texcoord4.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); + #else + float staticSwitch33_g11781 = _AddHueFade; + #endif + float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); + float4 staticSwitch23_g11759 = appendResult6_g11781; + #else + float4 staticSwitch23_g11759 = staticSwitch19_g11759; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11778 = staticSwitch23_g11759; + float4 break2_g11779 = temp_output_1_0_g11778; + float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord4.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); + #else + float3 staticSwitch27_g11778 = temp_output_13_0_g11778; + #endif + float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); + float4 staticSwitch28_g11759 = appendResult21_g11778; + #else + float4 staticSwitch28_g11759 = staticSwitch23_g11759; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11766 = staticSwitch28_g11759; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; + float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); + float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch38_g11759 = appendResult8_g11766; + #else + float4 staticSwitch38_g11759 = staticSwitch28_g11759; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11768 = staticSwitch38_g11759; + float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; + float temp_output_179_0_g11768 = temp_output_39_0_g11759; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); + #else + float3 staticSwitch187_g11768 = temp_output_82_0_g11768; + #endif + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11768 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); + float2 appendResult10_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11769 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11769 = appendResult2_g11769; + #else + float2 staticSwitch9_g11769 = ( float2( 100,100 ) / appendResult10_g11769 ); + #endif + float2 temp_output_25_0_g11768 = staticSwitch9_g11769; + float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); + float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); + #else + float staticSwitch188_g11768 = temp_output_15_0_g11768.a; + #endif + float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); + float4 staticSwitch12_g11759 = appendResult177_g11768; + #else + float4 staticSwitch12_g11759 = staticSwitch38_g11759; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11796 = staticSwitch12_g11759; + float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; + float temp_output_186_0_g11796 = temp_output_39_0_g11759; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); + #else + float3 staticSwitch199_g11796 = temp_output_82_0_g11796; + #endif + float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11796 = 1.0; + #else + float staticSwitch203_g11796 = temp_output_182_0_g11796; + #endif + float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); + float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); + float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11796 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); + float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11798 = appendResult2_g11798; + #else + float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 ); + #endif + float2 temp_output_25_0_g11796 = staticSwitch9_g11798; + float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); + #else + float staticSwitch200_g11796 = lerpResult168_g11796; + #endif + float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); + float4 staticSwitch13_g11759 = appendResult174_g11796; + #else + float4 staticSwitch13_g11759 = staticSwitch12_g11759; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11773 = staticSwitch13_g11759; + float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); + #else + float3 staticSwitch199_g11773 = temp_output_82_0_g11773; + #endif + float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11773 = 1.0; + #else + float staticSwitch203_g11773 = temp_output_182_0_g11773; + #endif + float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); + float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); + float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); + float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); + #else + float staticSwitch200_g11773 = lerpResult168_g11773; + #endif + float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); + float4 staticSwitch48_g11759 = appendResult174_g11773; + #else + float4 staticSwitch48_g11759 = staticSwitch13_g11759; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11760 = staticSwitch48_g11759; + float4 break2_g11761 = temp_output_5_0_g11760; + float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); + float4 staticSwitch46_g11759 = appendResult12_g11760; + #else + float4 staticSwitch46_g11759 = staticSwitch48_g11759; + #endif + float4 temp_output_361_0 = staticSwitch46_g11759; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11801 = temp_output_361_0; + float4 break2_g11802 = temp_output_1_0_g11801; + float temp_output_44_0_g11801 = unity_OrthoParams.y; + float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); + float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11801; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11804 = staticSwitch56; + float4 break2_g11806 = temp_output_1_0_g11804; + float temp_output_34_0_g11804 = shaderTime237; + float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); + float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); + float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); + float4 staticSwitch57 = appendResult27_g11804; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11808 = staticSwitch57; + float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; + float2 temp_output_41_0_g11808 = shaderPosition235; + float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; + float temp_output_40_0_g11808 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); + #else + float2 staticSwitch101_g11838 = temp_output_99_0_g11838; + #endif + float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); + float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); + float4 break2_g11841 = temp_output_1_0_g11838; + float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); + float4 staticSwitch26_g11808 = appendResult7_g11838; + #else + float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11831 = staticSwitch26_g11808; + float temp_output_59_0_g11831 = temp_output_40_0_g11808; + float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float4 break2_g11833 = temp_output_1_0_g11831; + float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord4.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); + #else + float staticSwitch60_g11831 = _MetalFade; + #endif + float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); + float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); + float4 staticSwitch28_g11808 = appendResult8_g11831; + #else + float4 staticSwitch28_g11808 = staticSwitch26_g11808; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11823 = staticSwitch28_g11808; + float4 break2_g11824 = temp_output_1_0_g11823; + float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); + float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; + float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); + float temp_output_73_0_g11823 = temp_output_40_0_g11808; + float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); + float4 staticSwitch29_g11808 = appendResult26_g11823; + #else + float4 staticSwitch29_g11808 = staticSwitch28_g11808; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11817 = staticSwitch29_g11808; + float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; + float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); + float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; + float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); + float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); + float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); + float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); + float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch32_g11808 = appendResult43_g11817; + #else + float4 staticSwitch32_g11808 = staticSwitch29_g11808; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; + float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); + float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); + float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11813 = staticSwitch32_g11808; + float4 break2_g11815 = temp_output_1_0_g11813; + float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); + float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); + float4 staticSwitch34_g11808 = appendResult29_g11813; + #else + float4 staticSwitch34_g11808 = staticSwitch32_g11808; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11809 = staticSwitch34_g11808; + float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; + float4 break2_g11811 = temp_output_1_0_g11809; + float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; + float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord4.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); + #else + float staticSwitch98_g11809 = _ShineFade; + #endif + float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); + float4 staticSwitch36_g11808 = appendResult8_g11809; + #else + float4 staticSwitch36_g11808 = staticSwitch34_g11808; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11844 = temp_output_40_0_g11808; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11844 = staticSwitch36_g11808; + float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; + float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); + float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); + float4 staticSwitch39_g11808 = appendResult27_g11844; + #else + float4 staticSwitch39_g11808 = staticSwitch36_g11808; + #endif + float4 temp_output_10_0_g11848 = staticSwitch39_g11808; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; + float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; + float temp_output_1_0_g11848 = temp_output_40_0_g11808; + float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); + float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); + float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); + float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); + float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11848 = hsvTorgb53_g11848; + #else + float3 staticSwitch50_g11848 = lerpResult42_g11848; + #endif + float4 break2_g11850 = temp_output_10_0_g11848; + float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11848 = lerpResult44_g11848; + #else + float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); + #endif + float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); + float4 staticSwitch11_g11848 = appendResult19_g11848; + #else + float4 staticSwitch11_g11848 = temp_output_10_0_g11848; + #endif + float4 temp_output_1_0_g11853 = staticSwitch11_g11848; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11853 = temp_output_1_0_g11853; + float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11853 = hsvTorgb12_g11853; + #else + float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); + float4 staticSwitch33_g11853 = appendResult6_g11853; + #else + float4 staticSwitch33_g11853 = temp_output_1_0_g11853; + #endif + float4 temp_output_5_0_g11860 = staticSwitch33_g11853; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11860 = temp_output_5_0_g11860; + float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); + float temp_output_27_0_g11860 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); + #else + float2 staticSwitch73_g11860 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11861 = _TextureLayer1Columns; + int Height10_g11861 = _TextureLayer1Rows; + float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11861 = float2( 0,1 ); + float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; + #else + float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + #endif + float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); + float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); + float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); + float4 break2_g11862 = temp_output_5_0_g11860; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); + #else + float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + #endif + float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); + float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); + float4 staticSwitch15_g11860 = appendResult14_g11860; + #else + float4 staticSwitch15_g11860 = temp_output_5_0_g11860; + #endif + float4 temp_output_5_0_g11856 = staticSwitch15_g11860; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11856 = temp_output_5_0_g11856; + float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); + float temp_output_27_0_g11856 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); + #else + float2 staticSwitch73_g11856 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11857 = _TextureLayer2Columns; + int Height10_g11857 = _TextureLayer2Rows; + float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11857 = float2( 0,1 ); + float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; + #else + float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + #endif + float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); + float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); + float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); + float4 break2_g11858 = temp_output_5_0_g11856; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); + #else + float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + #endif + float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); + float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); + float4 staticSwitch15_g11856 = appendResult14_g11856; + #else + float4 staticSwitch15_g11856 = temp_output_5_0_g11856; + #endif + float4 temp_output_473_0 = staticSwitch15_g11856; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11864 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11864; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11865 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); + float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11865; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11866 = staticSwitch75; + float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11866 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); + float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); + float4 staticSwitch3_g11866 = appendResult3_g11867; + #else + float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; + float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); + float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11875 = staticSwitch3_g11866; + float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); + float4 staticSwitch5_g11866 = appendResult3_g11875; + #else + float4 staticSwitch5_g11866 = staticSwitch3_g11866; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11877 = staticSwitch5_g11866; + float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; + float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); + float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); + float4 staticSwitch8_g11866 = appendResult3_g11877; + #else + float4 staticSwitch8_g11866 = staticSwitch5_g11866; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; + float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); + float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11873 = staticSwitch8_g11866; + float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); + float4 staticSwitch9_g11866 = appendResult3_g11873; + #else + float4 staticSwitch9_g11866 = staticSwitch8_g11866; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11869 = staticSwitch9_g11866; + float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; + float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11869 = rotatedValue136_g11869; + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); + float4 staticSwitch11_g11866 = appendResult3_g11869; + #else + float4 staticSwitch11_g11866 = staticSwitch9_g11866; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; + float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11871 = rotatedValue136_g11871; + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); + float4 temp_output_1_0_g11871 = staticSwitch11_g11866; + float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); + float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); + float4 staticSwitch15_g11866 = appendResult3_g11871; + #else + float4 staticSwitch15_g11866 = staticSwitch11_g11866; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11879 = staticSwitch15_g11866; + float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; + float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); + float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); + float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); + float4 staticSwitch13_g11866 = appendResult3_g11879; + #else + float4 staticSwitch13_g11866 = staticSwitch15_g11866; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord4.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); + #else + float3 staticSwitch16_g11882 = temp_output_3_0_g11882; + #endif + float4 temp_output_1_0_g11882 = staticSwitch13_g11866; + float4 break2_g11884 = temp_output_1_0_g11882; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11882 = staticSwitch16_g11882; + #endif + float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); + float4 staticSwitch5_g11881 = appendResult6_g11882; + #else + float4 staticSwitch5_g11881 = staticSwitch13_g11866; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11885 = staticSwitch5_g11881; + float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); + float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); + float4 staticSwitch11_g11881 = appendResult13_g11885; + #else + float4 staticSwitch11_g11881 = staticSwitch5_g11881; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11886 = staticSwitch11_g11881; + float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord4.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); + #else + float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + #endif + float4 break2_g11888 = temp_output_1_0_g11886; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); + #else + float3 staticSwitch22_g11886 = staticSwitch21_g11886; + #endif + float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); + float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); + float4 staticSwitch7_g11881 = appendResult9_g11886; + #else + float4 staticSwitch7_g11881 = staticSwitch11_g11881; + #endif + float4 temp_output_2_0_g11889 = staticSwitch7_g11881; + #ifdef _ENABLESHADOW_ON + float4 break4_g11891 = temp_output_2_0_g11889; + float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); + float2 appendResult10_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11890 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11890 = appendResult2_g11890; + #else + float2 staticSwitch9_g11890 = ( float2( 100,100 ) / appendResult10_g11890 ); + #endif + float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11890 * _ShadowOffset ) ) ).a ))); + float4 break6_g11891 = appendResult85_g11889; + float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); + float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); + float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); + float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); + float4 staticSwitch82_g11889 = appendResult18_g11891; + #else + float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + #endif + float4 break4_g11892 = staticSwitch82_g11889; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11750 = 1.0; + #else + float staticSwitch8_g11750 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11750 = 1.0; + #else + float staticSwitch9_g11750 = staticSwitch8_g11750; + #endif + float customVertexAlpha193 = staticSwitch9_g11750; + float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11892; + float4 temp_output_1_0_g11893 = temp_output_344_0; + float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11893; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11900 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); + float4 staticSwitch6_g11900 = appendResult2_g11900; + #else + float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #endif + float4 temp_output_340_0 = staticSwitch6_g11900; + + float2 temp_output_11_0_g11901 = finalUV146; + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 ); + float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic ); + #else + float staticSwitch23_g11901 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r ); + #else + float staticSwitch22_g11901 = _Smoothness; + #endif + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); + float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); + float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); + #else + float3 staticSwitch13_g11901 = float3( 0, 0, 0 ); + #endif + - #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity ); + + half3 Specular = half3( 0, 0, 0 ); + half Metallic = staticSwitch23_g11901; + half Smoothness = staticSwitch22_g11901; + half Occlusion = 1; + + #if defined(ASE_LIGHTING_SIMPLE) + o.Specular = Specular.x; + o.Gloss = Smoothness; + #else + #if defined(_SPECULAR_SETUP) + o.Specular = Specular; + #else + o.Metallic = Metallic; + #endif + o.Occlusion = Occlusion; + o.Smoothness = Smoothness; + #endif + + o.Emission = staticSwitch13_g11901; + o.Alpha = temp_output_340_0.a; + half AlphaClipThreshold = 0.0; + half3 BakedGI = 0; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif + + #if ( ASE_FRAGMENT_NORMAL == 0 ) + o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS ); + #elif ( ASE_FRAGMENT_NORMAL == 1 ) + o.Normal = UnityObjectToWorldNormal( o.Normal ); + #elif ( ASE_FRAGMENT_NORMAL == 2 ) + // @diogo: already in world-space; do nothing + #endif + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) ); + #else + half3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; - #endif + gi.indirect.specular = 0; + gi.light.color = 0; + gi.light.dir = half3( 0, 1, 0 ); - #if defined(_SPECULAR_SETUP) - outEmission = LightingStandardSpecular_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); - #else - outEmission = LightingStandard_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); - #endif + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = PositionWS; + giInput.worldViewDir = ViewDirWS; + giInput.atten = 1; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.ambientOrLightmapUV; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.ambientOrLightmapUV.rgb; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif - #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) - outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3(0, 0, 0)); - #endif - #ifndef UNITY_HDR_ON - outEmission.rgb = exp2(-outEmission.rgb); - #endif - } + #if defined(ASE_LIGHTING_SIMPLE) + #if defined(_SPECULAR_SETUP) + LightingBlinnPhong_GI(o, giInput, gi); + #else + LightingLambert_GI(o, giInput, gi); + #endif + #else + #if defined(_SPECULAR_SETUP) + LightingStandardSpecular_GI(o, giInput, gi); + #else + LightingStandard_GI(o, giInput, gi); + #endif + #endif + + #ifdef ASE_BAKEDGI + gi.indirect.diffuse = BakedGI; + #endif + + #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) + gi.indirect.diffuse = 0; + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + #if defined(_SPECULAR_SETUP) + outEmission = LightingBlinnPhong_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #else + outEmission = LightingLambert_Deferred( o, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #endif + #else + #if defined(_SPECULAR_SETUP) + outEmission = LightingStandardSpecular_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #else + outEmission = LightingStandard_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #endif + #endif + + #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) + outShadowMask = UnityGetRawBakedOcclusions( IN.ambientOrLightmapUV.xy, float3( 0, 0, 0 ) ); + #endif + #ifndef UNITY_HDR_ON + outEmission.rgb = exp2(-outEmission.rgb); + #endif + } ENDCG } @@ -10027,2946 +10257,5971 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU" Cull Off CGPROGRAM - #define _ALPHABLEND_ON 1 - #define UNITY_STANDARD_USE_DITHER_MASK 1 - #define ASE_NEEDS_FRAG_SHADOWCOORDS - #pragma multi_compile_instancing - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_ON 1 - #define ASE_VERSION 19801 + #define ASE_GEOMETRY + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma multi_compile_instancing + #define ASE_FOG + #define ASE_VERSION 19905 - #pragma vertex vert - #pragma fragment frag - #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 - #pragma shader_feature EDITOR_VISUALIZATION - #ifndef UNITY_PASS_META - #define UNITY_PASS_META - #endif - #include "HLSLSupport.cginc" - #if !defined( UNITY_INSTANCED_LOD_FADE ) - #define UNITY_INSTANCED_LOD_FADE - #endif - #if !defined( UNITY_INSTANCED_SH ) - #define UNITY_INSTANCED_SH - #endif - #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) - #define UNITY_INSTANCED_LIGHTMAPSTS - #endif - #include "UnityShaderVariables.cginc" - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "UnityPBSLighting.cginc" - #include "UnityMetaPass.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma shader_feature EDITOR_VISUALIZATION + #ifndef UNITY_PASS_META + #define UNITY_PASS_META + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityMetaPass.cginc" - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON - struct appdata { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - struct v2f { - #if UNITY_VERSION >= 201810 - UNITY_POSITION(pos); - #else + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { float4 pos : SV_POSITION; - #endif - #ifdef EDITOR_VISUALIZATION - float2 vizUV : TEXCOORD1; - float4 lightCoord : TEXCOORD2; - #endif - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; - float4 ase_texcoord5 : TEXCOORD5; - float4 ase_texcoord6 : TEXCOORD6; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; + #ifdef EDITOR_VISUALIZATION + float2 vizUV : TEXCOORD0; + float4 lightCoord : TEXCOORD1; + #endif + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishStretch; - #endif - #ifdef _ENABLESCREENTILING_ON - uniform float2 _ScreenTilingScale; - uniform float2 _ScreenTilingOffset; - uniform float _ScreenTilingPixelsPerUnit; - #endif - uniform sampler2D _MainTex; - float4 _MainTex_TexelSize; - #ifdef _ENABLEWORLDTILING_ON - uniform float2 _WorldTilingScale; - uniform float2 _WorldTilingOffset; - uniform float _WorldTilingPixelsPerUnit; - #endif - #ifdef _SPRITESHEETFIX_ON - uniform float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishFade; - uniform float _SquishFlip; - uniform float _SquishSquish; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - uniform float _TimeValue; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - uniform float UnscaledTime; - #endif - #ifdef _TOGGLETIMESPEED_ON - uniform float _TimeSpeed; - #endif - #ifdef _TOGGLETIMEFPS_ON - uniform float _TimeFPS; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - uniform float _TimeFrequency; - uniform float _TimeRange; - #endif - #ifdef _ENABLESINEMOVE_ON - uniform float2 _SineMoveFrequency; - uniform float2 _SineMoveOffset; - uniform float _SineMoveFade; - #endif - #ifdef _ENABLEVIBRATE_ON - uniform float _VibrateFrequency; - uniform float _VibrateOffset; - uniform float _VibrateFade; - uniform float _VibrateRotation; - #endif - #ifdef _ENABLESINESCALE_ON - uniform float _SineScaleFrequency; - uniform float2 _SineScaleFactor; - #endif - uniform float _FadingFade; - #ifdef _SHADERFADING_MASK - uniform sampler2D _FadingMask; - uniform float4 _FadingMask_ST; - #endif - uniform float _FadingWidth; - uniform sampler2D _UberNoiseTexture; - uniform float _PixelsPerUnit; - #ifdef _SHADERSPACE_UI_GRAPHIC - uniform float _RectWidth; - uniform float _RectHeight; - #endif - uniform float _ScreenWidthUnits; - uniform float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - uniform float2 _FadingPosition; - uniform float _FadingNoiseFactor; - #endif - #ifdef _ENABLEWIND_ON - uniform float _WindRotationWindFactor; - uniform float WindMinIntensity; - uniform float _WindMinIntensity; - uniform float WindMaxIntensity; - uniform float _WindMaxIntensity; - uniform float _WindXPosition; - uniform float WindNoiseScale; - uniform float _WindNoiseScale; - uniform float WindTime; - uniform float _WindNoiseSpeed; - uniform float _WindRotation; - uniform float _WindMaxRotation; - uniform float _WindFlip; - uniform float _WindSquishFactor; - uniform float _WindSquishWindFactor; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - uniform float _FullDistortionFade; - uniform float2 _FullDistortionNoiseScale; - uniform float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - uniform float2 _DirectionalDistortionDistortionScale; - uniform float _DirectionalDistortionRandomDirection; - uniform float2 _DirectionalDistortionDistortion; - uniform float _DirectionalDistortionInvert; - uniform float _DirectionalDistortionRotation; - uniform float _DirectionalDistortionFade; - uniform float2 _DirectionalDistortionNoiseScale; - uniform float _DirectionalDistortionNoiseFactor; - uniform float _DirectionalDistortionWidth; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float _HologramDistortionSpeed; - uniform float _HologramDistortionDensity; - uniform float _HologramDistortionScale; - uniform float _HologramDistortionOffset; - uniform float _HologramFade; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float2 _GlitchDistortionSpeed; - uniform float2 _GlitchDistortionScale; - uniform float2 _GlitchDistortion; - uniform float2 _GlitchMaskSpeed; - uniform float2 _GlitchMaskScale; - uniform float _GlitchMaskMin; - uniform float _GlitchFade; - #endif - #ifdef _ENABLEUVDISTORT_ON - uniform float2 _UVDistortFrom; - uniform float2 _UVDistortTo; - uniform float2 _UVDistortSpeed; - uniform float2 _UVDistortNoiseScale; - uniform float _UVDistortFade; - uniform sampler2D _UVDistortMask; - uniform float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESQUEEZE_ON - uniform float2 _SqueezeCenter; - uniform float _SqueezePower; - uniform float2 _SqueezeScale; - uniform float _SqueezeFade; - #endif - #ifdef _ENABLESINEROTATE_ON - uniform float _SineRotateFrequency; - uniform float _SineRotateAngle; - uniform float _SineRotateFade; - uniform float2 _SineRotatePivot; - #endif - #ifdef _ENABLEUVROTATE_ON - uniform float _UVRotateSpeed; - uniform float2 _UVRotatePivot; - #endif - #ifdef _ENABLEUVSCROLL_ON - uniform float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEPIXELATE_ON - uniform float _PixelatePixelDensity; - uniform float _PixelatePixelsPerUnit; - uniform float _PixelateFade; - #endif - #ifdef _ENABLEUVSCALE_ON - uniform float2 _UVScalePivot; - uniform float2 _UVScaleScale; - #endif - #ifdef _ENABLEWIGGLE_ON - uniform float _WiggleFrequency; - uniform float _WiggleSpeed; - uniform float _WiggleOffset; - uniform float _WiggleFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - uniform float _GaussianBlurOffset; - uniform float _GaussianBlurFade; - #endif - #ifdef _ENABLESHARPEN_ON - uniform float _SharpenOffset; - uniform float _SharpenFactor; - uniform float _SharpenFade; - #endif - #ifdef _ENABLESMOKE_ON - uniform float _SmokeVertexSeed; - uniform float _SmokeNoiseScale; - uniform float _SmokeNoiseFactor; - uniform float _SmokeSmoothness; - uniform float _SmokeDarkEdge; - uniform float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - uniform sampler2D _CustomFadeFadeMask; - uniform float2 _CustomFadeNoiseScale; - uniform float _CustomFadeNoiseFactor; - uniform float _CustomFadeSmoothness; - uniform float _CustomFadeAlpha; - #endif - #ifdef _ENABLECHECKERBOARD_ON - uniform float _CheckerboardDarken; - uniform float _CheckerboardTiling; - #endif - #ifdef _ENABLEFLAME_ON - uniform float2 _FlameSpeed; - uniform float2 _FlameNoiseScale; - uniform float _FlameNoiseHeightFactor; - uniform float _FlameNoiseFactor; - uniform float _FlameRadius; - uniform float _FlameSmooth; - uniform float _FlameBrightness; - #endif - #ifdef _ENABLERECOLORRGB_ON - uniform float4 _RecolorRGBRedTint; - uniform sampler2D _RecolorRGBTexture; - uniform float4 _RecolorRGBGreenTint; - uniform float4 _RecolorRGBBlueTint; - uniform float _RecolorRGBFade; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - uniform sampler2D _RecolorRGBYCPTexture; - uniform float4 _RecolorRGBYCPPurpleTint; - uniform float4 _RecolorRGBYCPBlueTint; - uniform float4 _RecolorRGBYCPCyanTint; - uniform float4 _RecolorRGBYCPGreenTint; - uniform float4 _RecolorRGBYCPYellowTint; - uniform float4 _RecolorRGBYCPRedTint; - uniform float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLECOLORREPLACE_ON - uniform float4 _ColorReplaceFromColor; - uniform float _ColorReplaceContrast; - uniform float4 _ColorReplaceToColor; - uniform float _ColorReplaceSmoothness; - uniform float _ColorReplaceRange; - uniform float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - uniform float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - uniform float _Contrast; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - uniform float _Brightness; - #endif - #ifdef _ENABLEHUE_ON - uniform float _Hue; - #endif - #ifdef _ENABLESPLITTONING_ON - uniform float4 _SplitToningShadowsColor; - uniform float4 _SplitToningHighlightsColor; - uniform float _SplitToningShift; - uniform float _SplitToningBalance; - uniform float _SplitToningContrast; - uniform float _SplitToningFade; - #endif - #ifdef _ENABLEBLACKTINT_ON - uniform float4 _BlackTintColor; - uniform float _BlackTintPower; - uniform float _BlackTintFade; - #endif - #ifdef _ENABLEINKSPREAD_ON - uniform float4 _InkSpreadColor; - uniform float _InkSpreadContrast; - uniform float _InkSpreadFade; - uniform float _InkSpreadDistance; - uniform float2 _InkSpreadPosition; - uniform float2 _InkSpreadNoiseScale; - uniform float _InkSpreadNoiseFactor; - uniform float _InkSpreadWidth; - #endif - #ifdef _ENABLESHIFTHUE_ON - uniform float _ShiftHueSpeed; - #endif - #ifdef _ENABLEADDHUE_ON - uniform float _AddHueSpeed; - uniform float _AddHueSaturation; - uniform float _AddHueBrightness; - uniform float _AddHueContrast; - uniform float _AddHueFade; - uniform sampler2D _AddHueMask; - uniform float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - uniform float _SineGlowContrast; - uniform float4 _SineGlowColor; - uniform sampler2D _SineGlowMask; - uniform float4 _SineGlowMask_ST; - uniform float _SineGlowFade; - uniform float _SineGlowFrequency; - uniform float _SineGlowMax; - uniform float _SineGlowMin; - #endif - #ifdef _ENABLESATURATION_ON - uniform float _Saturation; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - uniform float4 _InnerOutlineColor; - uniform sampler2D _InnerOutlineTintTexture; - uniform float2 _InnerOutlineTextureSpeed; - uniform float _InnerOutlineFade; - uniform float2 _InnerOutlineNoiseSpeed; - uniform float2 _InnerOutlineNoiseScale; - uniform float2 _InnerOutlineDistortionIntensity; - uniform float _InnerOutlineWidth; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - uniform float4 _OuterOutlineColor; - uniform sampler2D _OuterOutlineTintTexture; - uniform float2 _OuterOutlineTextureSpeed; - uniform float _OuterOutlineFade; - uniform float2 _OuterOutlineNoiseSpeed; - uniform float2 _OuterOutlineNoiseScale; - uniform float2 _OuterOutlineDistortionIntensity; - uniform float _OuterOutlineWidth; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - uniform float4 _PixelOutlineColor; - uniform sampler2D _PixelOutlineTintTexture; - uniform float2 _PixelOutlineTextureSpeed; - uniform float _PixelOutlineFade; - uniform float _PixelOutlineAlphaLimit; - uniform float _PixelOutlineWidth; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - uniform float4 _PingPongGlowFrom; - uniform float4 _PingPongGlowTo; - uniform float _PingPongGlowFrequency; - uniform float _PingPongGlowFade; - uniform float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float4 _HologramTint; - uniform float _HologramContrast; - uniform float _HologramLineSpeed; - uniform float _HologramLineFrequency; - uniform float _HologramLineGap; - uniform float _HologramMinAlpha; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float _GlitchBrightness; - uniform float2 _GlitchNoiseSpeed; - uniform float2 _GlitchNoiseScale; - uniform float _GlitchHueSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - uniform float4 _CamouflageBaseColor; - uniform float4 _CamouflageColorA; - uniform float _CamouflageDensityA; - uniform float2 _CamouflageDistortionSpeed; - uniform float2 _CamouflageDistortionScale; - uniform float2 _CamouflageDistortionIntensity; - uniform float2 _CamouflageNoiseScaleA; - uniform float _CamouflageSmoothnessA; - uniform float4 _CamouflageColorB; - uniform float _CamouflageDensityB; - uniform float2 _CamouflageNoiseScaleB; - uniform float _CamouflageSmoothnessB; - uniform float _CamouflageContrast; - uniform float _CamouflageFade; - #endif - #ifdef _ENABLEMETAL_ON - uniform float _MetalHighlightDensity; - uniform float2 _MetalNoiseDistortionSpeed; - uniform float2 _MetalNoiseDistortionScale; - uniform float2 _MetalNoiseDistortion; - uniform float2 _MetalNoiseSpeed; - uniform float2 _MetalNoiseScale; - uniform float4 _MetalHighlightColor; - uniform float _MetalHighlightContrast; - uniform float _MetalContrast; - uniform float4 _MetalColor; - uniform float _MetalFade; - uniform sampler2D _MetalMask; - uniform float4 _MetalMask_ST; - #endif - #ifdef _ENABLEFROZEN_ON - uniform float _FrozenContrast; - uniform float4 _FrozenTint; - uniform float _FrozenSnowContrast; - uniform float4 _FrozenSnowColor; - uniform float _FrozenSnowDensity; - uniform float2 _FrozenSnowScale; - uniform float _FrozenHighlightDensity; - uniform float2 _FrozenHighlightDistortionSpeed; - uniform float2 _FrozenHighlightDistortionScale; - uniform float2 _FrozenHighlightDistortion; - uniform float2 _FrozenHighlightSpeed; - uniform float2 _FrozenHighlightScale; - uniform float4 _FrozenHighlightColor; - uniform float _FrozenHighlightContrast; - uniform float _FrozenFade; - #endif - #ifdef _ENABLEBURN_ON - uniform float _BurnInsideContrast; - uniform float4 _BurnInsideNoiseColor; - uniform float _BurnInsideNoiseFactor; - uniform float2 _BurnSwirlNoiseScale; - uniform float _BurnSwirlFactor; - uniform float2 _BurnInsideNoiseScale; - uniform float4 _BurnInsideColor; - uniform float _BurnRadius; - uniform float2 _BurnPosition; - uniform float2 _BurnEdgeNoiseScale; - uniform float _BurnEdgeNoiseFactor; - uniform float _BurnWidth; - uniform float4 _BurnEdgeColor; - uniform float _BurnFade; - #endif - #ifdef _ENABLERAINBOW_ON - uniform float2 _RainbowCenter; - uniform float2 _RainbowNoiseScale; - uniform float _RainbowNoiseFactor; - uniform float _RainbowDensity; - uniform float _RainbowSpeed; - uniform float _RainbowSaturation; - uniform float _RainbowBrightness; - uniform float _RainbowContrast; - uniform float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - uniform float _ShineSaturation; - uniform float _ShineContrast; - uniform float4 _ShineColor; - uniform float _ShineRotation; - uniform float _ShineFrequency; - uniform float _ShineSpeed; - uniform float _ShineWidth; - uniform float _ShineSmooth; - uniform float _ShineFade; - uniform sampler2D _ShineMask; - uniform float4 _ShineMask_ST; - #endif - #ifdef _ENABLEPOISON_ON - uniform float2 _PoisonNoiseSpeed; - uniform float2 _PoisonNoiseScale; - uniform float _PoisonShiftSpeed; - uniform float _PoisonDensity; - uniform float4 _PoisonColor; - uniform float _PoisonFade; - uniform float _PoisonNoiseBrightness; - uniform float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - uniform float4 _EnchantedLowColor; - uniform float4 _EnchantedHighColor; - uniform float2 _EnchantedSpeed; - uniform float2 _EnchantedScale; - uniform float _EnchantedRainbowDensity; - uniform float _EnchantedRainbowSpeed; - uniform float _EnchantedRainbowSaturation; - uniform float _EnchantedContrast; - uniform float _EnchantedBrightness; - uniform float _EnchantedReduce; - uniform float _EnchantedFade; - #endif - #ifdef _ENABLESHIFTING_ON - uniform float4 _ShiftingColorA; - uniform float4 _ShiftingColorB; - uniform float _ShiftingSpeed; - uniform float _ShiftingDensity; - uniform float _ShiftingBrightness; - uniform float _ShiftingSaturation; - uniform float _ShiftingContrast; - uniform float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - uniform sampler2D _TextureLayer1Texture; - uniform float2 _TextureLayer1Scale; - uniform float2 _TextureLayer1Offset; - uniform float2 _TextureLayer1ScrollSpeed; - uniform float _TextureLayer1EdgeClip; - #endif - uniform int _TextureLayer1Columns; - uniform int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float _TextureLayer1Speed; - #endif - uniform int _TextureLayer1StartFrame; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float4 _TextureLayer1Color; - uniform float _TextureLayer1Contrast; - uniform float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - uniform sampler2D _TextureLayer2Texture; - uniform float2 _TextureLayer2Scale; - uniform float2 _TextureLayer2Offset; - uniform float2 _TextureLayer2ScrollSpeed; - uniform float _TextureLayer2EdgeClip; - #endif - uniform int _TextureLayer2Columns; - uniform int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float _TextureLayer2Speed; - #endif - uniform int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float4 _TextureLayer2Color; - uniform float _TextureLayer2Contrast; - uniform float _TextureLayer2Fade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - uniform float _FullAlphaDissolveFade; - uniform float _FullAlphaDissolveWidth; - uniform float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - uniform float4 _FullGlowDissolveEdgeColor; - uniform float2 _FullGlowDissolveNoiseScale; - uniform float _FullGlowDissolveFade; - uniform float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - uniform float _SourceAlphaDissolveInvert; - uniform float _SourceAlphaDissolveFade; - uniform float2 _SourceAlphaDissolvePosition; - uniform float2 _SourceAlphaDissolveNoiseScale; - uniform float _SourceAlphaDissolveNoiseFactor; - uniform float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - uniform float2 _SourceGlowDissolvePosition; - uniform float2 _SourceGlowDissolveNoiseScale; - uniform float _SourceGlowDissolveNoiseFactor; - uniform float _SourceGlowDissolveFade; - uniform float _SourceGlowDissolveWidth; - uniform float4 _SourceGlowDissolveEdgeColor; - uniform float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - uniform float _DirectionalAlphaFadeInvert; - uniform float _DirectionalAlphaFadeRotation; - uniform float _DirectionalAlphaFadeFade; - uniform float2 _DirectionalAlphaFadeNoiseScale; - uniform float _DirectionalAlphaFadeNoiseFactor; - uniform float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - uniform float4 _DirectionalGlowFadeEdgeColor; - uniform float _DirectionalGlowFadeInvert; - uniform float _DirectionalGlowFadeRotation; - uniform float _DirectionalGlowFadeFade; - uniform float2 _DirectionalGlowFadeNoiseScale; - uniform float _DirectionalGlowFadeNoiseFactor; - uniform float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEHALFTONE_ON - uniform float _HalftoneInvert; - uniform float _HalftoneTiling; - uniform float _HalftoneFade; - uniform float2 _HalftonePosition; - uniform float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEADDCOLOR_ON - uniform float4 _AddColorColor; - uniform sampler2D _AddColorMask; - uniform float4 _AddColorMask_ST; - uniform float _AddColorContrast; - uniform float _AddColorFade; - #endif - #ifdef _ENABLEALPHATINT_ON - uniform float4 _AlphaTintColor; - uniform float _AlphaTintMinAlpha; - uniform float _AlphaTintFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - uniform float4 _StrongTintTint; - uniform sampler2D _StrongTintMask; - uniform float4 _StrongTintMask_ST; - uniform float _StrongTintContrast; - uniform float _StrongTintFade; - #endif - #ifdef _ENABLESHADOW_ON - uniform float4 _ShadowColor; - uniform float _ShadowFade; - uniform float2 _ShadowOffset; - #endif - #ifdef _EMISSIONTOGGLE_ON - uniform float4 _EmissionTint; - uniform sampler2D _EmissionMap; - #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif - - float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) - { - original -= center; - float C = cos( angle ); - float S = sin( angle ); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); - return mul( finalMatrix, original ) + center; - } - - float MyCustomExpression16_g11712( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11710( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11668( float x ) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x/2.0)-0.5); - - float k = 0.5+0.5*sin(i); - return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); - } - - float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } - float snoise( float2 v ) - { - const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); - float2 i = floor( v + dot( v, C.yy ) ); - float2 x0 = v - i + dot( i, C.xx ); - float2 i1; - i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289( i ); - float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); - float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); - m = m * m; - m = m * m; - float3 x = 2.0 * frac( p * C.www ) - 1.0; - float3 h = abs( x ) - 0.5; - float3 ox = floor( x + 0.5 ); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot( m, g ); - } - - float MyCustomExpression16_g11670( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11671( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11673( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11680( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11715( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0,1.0) / size; - uvs -= pixel * float2(0.5,0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11752( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11754( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11758( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); - float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); - float d = q.x - min( q.w, q.y ); - float e = 1.0e-10; - return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB( float3 c ) - { - float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); - float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); - return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); - } - - float MyCustomExpression16_g11786( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11770( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11797( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11805( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11843( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11840( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11825( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11827( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11820( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11818( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11814( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11851( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11849( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11868( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11876( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11878( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11874( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11870( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11872( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - v2f VertexFunction (appdata v ) { - UNITY_SETUP_INSTANCE_ID(v); - v2f o; - UNITY_INITIALIZE_OUTPUT(v2f,o); - UNITY_TRANSFER_INSTANCE_ID(v,o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - float2 _ZeroVector = float2(0,0); - float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); - float4 screenPos = ComputeScreenPos( ase_positionCS ); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11664 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11664 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11664 = spriteRectMax377; - float2 break9_g11664 = float2( 0,0 ); - float2 break8_g11664 = float2( 1,1 ); - float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); - float2 staticSwitch366 = appendResult15_g11664; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON - float2 break77_g11895 = fixedUV475; - float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); - #else - float2 staticSwitch198 = _ZeroVector; + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; #endif - float2 temp_output_2_0_g11896 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11665 = _TimeValue; - #else - float staticSwitch44_g11665 = _Time.y; + uniform float _TimeValue; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11665 = UnscaledTime; - #else - float staticSwitch34_g11665 = staticSwitch44_g11665; + uniform float UnscaledTime; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); - #else - float staticSwitch37_g11665 = staticSwitch34_g11665; + uniform float _TimeSpeed; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11665 = staticSwitch37_g11665; + uniform float _TimeFPS; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11665 = staticSwitch38_g11665; + uniform float _TimeFrequency; + uniform float _TimeRange; #endif - float shaderTime237 = staticSwitch42_g11665; - float temp_output_8_0_g11896 = shaderTime237; #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); - #else - float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; #endif #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11897 = temp_output_8_0_g11896; - float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); - float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); - #else - float2 staticSwitch6_g11896 = staticSwitch4_g11896; + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; #endif #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); - #else - float2 staticSwitch10_g11896 = staticSwitch6_g11896; + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; #endif - float2 temp_output_424_0 = staticSwitch10_g11896; -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); - #endif - float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); - float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11666 = staticSwitch437; - float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); - float2 texCoord23_g11666 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11666 = temp_output_61_0_g11666; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11666 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11666; - float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); - float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11709 = shaderPosition235; - float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11711; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11709; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord4 = screenPos; - o.ase_texcoord5.xyz = ase_positionWS; - - o.ase_texcoord3.xy = v.texcoord.xyzw.xy; - o.ase_texcoord6 = v.vertex; - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord3.zw = 0; - o.ase_texcoord5.w = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.vertex.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3( staticSwitch142 , 0.0 ); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.vertex.xyz = vertexValue; - #else - v.vertex.xyz += vertexValue; - #endif - v.vertex.w = 1; - v.normal = v.normal; - v.tangent = v.tangent; - - #ifdef EDITOR_VISUALIZATION - o.vizUV = 0; - o.lightCoord = 0; - if (unity_VisualizationMode == EDITORVIZ_TEXTURE) - o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); - else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) - { - o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; - o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); - } - #endif - - o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); - - return o; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 vertex : INTERNALTESSPOS; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert ( appdata v ) - { - VertexControl o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - o.vertex = v.vertex; - o.tangent = v.tangent; - o.normal = v.normal; - o.texcoord1 = v.texcoord1; - o.texcoord2 = v.texcoord2; - o.ase_color = v.ase_color; - return o; - } - - TessellationFactors TessellationFunction (InputPatch v) - { - TessellationFactors o; - float4 tf = 1; - float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf = FixedTess( tessValue ); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); - #elif defined(ASE_LENGTH_TESSELLATION) - tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); - #endif - o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; - return o; - } - - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) - { - appdata o = (appdata) 0; - o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; - o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; - o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; - o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; - o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i < 3; ++i) - pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); - float phongStrength = _TessPhongStrength; - o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID(patch[0], o); - return VertexFunction(o); - } - #else - v2f vert ( appdata v ) - { - return VertexFunction( v ); - } - #endif - - fixed4 frag (v2f IN - #ifdef _DEPTHOFFSET_ON - , out float outputDepth : SV_Depth - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); - - #ifdef LOD_FADE_CROSSFADE - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - #endif - - #if defined(_SPECULAR_SETUP) - SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; - #else - SurfaceOutputStandard o = (SurfaceOutputStandard)0; - #endif - - float2 texCoord363 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); - float4 screenPos = IN.ase_texcoord4; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = IN.ase_texcoord5.xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11664 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11664 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11664 = spriteRectMax377; - float2 break9_g11664 = float2( 0,0 ); - float2 break8_g11664 = float2( 1,1 ); - float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); - float2 staticSwitch366 = appendResult15_g11664; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11667 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11668 = _WindMinIntensity; - #else - float staticSwitch117_g11668 = WindMinIntensity; + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; #endif #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11668 = _WindMaxIntensity; - #else - float staticSwitch118_g11668 = WindMaxIntensity; + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; #endif - #endif - float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11668 = _WindXPosition; - #else - float staticSwitch111_g11668 = transform62_g11668.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11668 = _WindNoiseScale; - #else - float staticSwitch113_g11668 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11665 = _TimeValue; - #else - float staticSwitch44_g11665 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11665 = UnscaledTime; - #else - float staticSwitch34_g11665 = staticSwitch44_g11665; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); - #else - float staticSwitch37_g11665 = staticSwitch34_g11665; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11665 = staticSwitch37_g11665; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11665 = staticSwitch38_g11665; - #endif - float shaderTime237 = staticSwitch42_g11665; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); - #else - float staticSwitch125_g11668 = WindTime; - #endif - float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); - float x101_g11668 = temp_output_50_0_g11668; - float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); - float2 temp_cast_0 = (temp_output_50_0_g11668).xx; - float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); - simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11668 = simplePerlin2D121_g11668; - #else - float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); - #endif - float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); - float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); - float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; - float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); - float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); - float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); - float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); - float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; - #else - float2 staticSwitch4_g11667 = temp_output_3_0_g11667; - #endif - float2 texCoord435 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11666 = staticSwitch437; - float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); - float2 texCoord23_g11666 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11666 = temp_output_61_0_g11666; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11666 = (IN.ase_texcoord6.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11666 = ( (IN.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11666 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11666; #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11669 = shaderPosition235; - float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); - float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); - float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); - float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); - #else - float2 staticSwitch83 = staticSwitch4_g11667; + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11672 = shaderPosition235; - float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); - float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); - float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11672 = rotatedValue136_g11672; - float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); - float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); - float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); - #else - float2 staticSwitch82 = staticSwitch83; + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; #endif #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11677 = unity_OrthoParams.y; - float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11677 ); - float2 temp_cast_4 = (temp_output_8_0_g11677).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); - float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11677).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); - float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); - #else - float2 staticSwitch59 = staticSwitch82; + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; #endif #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11675 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11675; - float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); - float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); - float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); - #else - float2 staticSwitch62 = staticSwitch59; + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; #endif - float2 temp_output_1_0_g11716 = staticSwitch62; - float2 temp_output_26_0_g11716 = shaderPosition235; - float temp_output_25_0_g11716 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); - float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); - float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); - #else - float staticSwitch29_g11723 = _UVDistortFade; - #endif - float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) ); - #else - float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; #endif #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11722 = staticSwitch5_g11716; - float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); - #else - float2 staticSwitch7_g11716 = staticSwitch5_g11716; + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; #endif #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; - #else - float2 staticSwitch9_g11716 = staticSwitch7_g11716; + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; #endif #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); - float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; - #else - float2 staticSwitch16_g11716 = staticSwitch9_g11716; + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; #endif #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); - #else - float2 staticSwitch14_g11716 = staticSwitch16_g11716; + uniform float2 _UVScrollSpeed; #endif #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11716 = clampResult46_g11718; - #else - float2 staticSwitch4_g11716 = staticSwitch14_g11716; + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; #endif #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); - #else - float2 staticSwitch24_g11716 = staticSwitch4_g11716; + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; #endif - float2 temp_output_1_0_g11727 = staticSwitch24_g11716; #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); - #else - float staticSwitch18_g11727 = temp_output_7_0_g11727; - #endif - float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); - float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); - #else - float2 staticSwitch13_g11727 = temp_output_1_0_g11727; - #endif - float2 temp_output_484_0 = staticSwitch13_g11727; - float2 texCoord131 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); - #endif - float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); - float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); - float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11709 = shaderPosition235; - float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11711; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11709; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11728 = staticSwitch485; - float2 break11_g11728 = float2( 0,0 ); - float2 break10_g11728 = float2( 1,1 ); - float2 break9_g11728 = spriteRectMin376; - float2 break8_g11728 = spriteRectMax377; - float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y)))); - float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11730 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11731 = _MainTex; - float4 textureTexelSize3_g11731 = _MainTex_TexelSize; - float2 uvs3_g11731 = temp_output_1_0_g11730; - float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); - float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; - #else - float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); - float temp_output_2_0_g11742 = temp_output_10_0_g11732; - float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); - float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); - float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; - float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); - float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; - float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); - float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); - float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; - float temp_output_2_0_g11733 = temp_output_10_0_g11732; - float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); - float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); - float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); - float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; - float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); - float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); - float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; - float temp_output_2_0_g11739 = temp_output_10_0_g11732; - float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); - float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); - float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); - float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; - float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); - float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); - float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; - float temp_output_2_0_g11736 = temp_output_10_0_g11732; - float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); - float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); - float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); - float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; - float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); - float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); - float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; - float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); - #else - float4 staticSwitch3_g11730 = staticSwitch8_g11730; + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; #endif #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; - float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); - float temp_output_2_0_g11746 = _SharpenOffset; - float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); - float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; - float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; - float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); - float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); - float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; - float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); - float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); - float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); - float4 staticSwitch12_g11730 = appendResult24_g11745; - #else - float4 staticSwitch12_g11730 = staticSwitch3_g11730; + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; #endif - float4 temp_output_471_0 = staticSwitch12_g11730; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11749 = temp_output_471_0; - float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); - float4 staticSwitch354 = appendResult8_g11749; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11750 = originalColor191; - float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float2 temp_output_7_0_g11750 = finalUV146; #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); - float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); - float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); - float4 staticSwitch2_g11750 = appendResult31_g11751; - #else - float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11753 = staticSwitch2_g11750; - float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; - float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); - float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); - float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11750 = appendResult13_g11753; - #else - float4 staticSwitch3_g11750 = staticSwitch2_g11750; + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; #endif - float4 temp_output_1_0_g11755 = staticSwitch3_g11750; #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; - float2 appendResult4_g11756 = (float2(ase_positionWS.x , ase_positionWS.y)); - float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); - float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); - float4 staticSwitch2_g11755 = appendResult42_g11756; - #else - float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; #endif #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11757 = finalUV146; - float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); - float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); - float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); - float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); - float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); - #else - float4 staticSwitch6_g11755 = staticSwitch2_g11755; + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; #endif - float4 temp_output_3_0_g11759 = staticSwitch6_g11755; - float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; - float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); - float2 temp_output_1_0_g11759 = finalUV146; #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); - #else - float4 staticSwitch81_g11791 = appendResult91_g11791; - #endif - float3 break82_g11791 = (staticSwitch81_g11791).xyz; - float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); - float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); - float4 break2_g11792 = temp_output_1_0_g11791; - float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); - float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); - float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch43_g11759 = appendResult30_g11791; - #else - float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11789 = staticSwitch43_g11759; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); - #else - float4 staticSwitch62_g11789 = temp_output_1_0_g11789; - #endif - float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); - float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11789 = 0; - if( temp_output_43_0_g11789 >= 0.8333333 ) - ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.6666667 ) - ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11789 = ifLocalVar46_g11789; - float4 ifLocalVar47_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.3333333 ) - ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.1666667 ) - ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11789 = ifLocalVar47_g11789; - float4 ifLocalVar35_g11789 = 0; - if( temp_output_43_0_g11789 >= 0.5 ) - ifLocalVar35_g11789 = ifLocalVar44_g11789; - else - ifLocalVar35_g11789 = ifLocalVar45_g11789; - float4 break55_g11789 = ifLocalVar35_g11789; - float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); - float4 break2_g11790 = temp_output_1_0_g11789; - float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); - float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); - float4 staticSwitch9_g11759 = appendResult30_g11789; - #else - float4 staticSwitch9_g11759 = staticSwitch43_g11759; + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; #endif #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11763 = staticSwitch9_g11759; - float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; - float3 In115_g11763 = temp_output_2_0_g11763; - float3 From115_g11763 = (_ColorReplaceFromColor).rgb; - float4 break2_g11764 = temp_output_1_0_g11763; - float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11763 = _ColorReplaceSmoothness; - float Range115_g11763 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); - float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); - float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); - float4 staticSwitch29_g11759 = appendResult4_g11763; - #else - float4 staticSwitch29_g11759 = staticSwitch9_g11759; + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; #endif - float4 temp_output_1_0_g11776 = staticSwitch29_g11759; #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; - float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); - float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); - float4 staticSwitch4_g11776 = appendResult8_g11776; - #else - float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + uniform float _NegativeFade; #endif - float4 temp_output_57_0_g11759 = staticSwitch4_g11776; #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; - float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); - float4 staticSwitch32_g11759 = appendResult4_g11799; - #else - float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + uniform float _Contrast; #endif #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11774 = staticSwitch32_g11759; - float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); - float4 staticSwitch33_g11759 = appendResult6_g11774; - #else - float4 staticSwitch33_g11759 = staticSwitch32_g11759; + uniform float _Brightness; #endif #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11775 = staticSwitch33_g11759; - float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); - float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); - float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); - float4 staticSwitch36_g11759 = appendResult8_g11775; - #else - float4 staticSwitch36_g11759 = staticSwitch33_g11759; + uniform float _Hue; #endif #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11793 = staticSwitch36_g11759; - float4 break2_g11794 = temp_output_1_0_g11793; - float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); - float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); - float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); - float4 staticSwitch30_g11759 = appendResult18_g11793; - #else - float4 staticSwitch30_g11759 = staticSwitch36_g11759; + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; #endif #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11771 = staticSwitch30_g11759; - float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; - float4 break12_g11771 = temp_output_1_0_g11771; - float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); - float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); - float4 staticSwitch20_g11759 = appendResult11_g11771; - #else - float4 staticSwitch20_g11759 = staticSwitch30_g11759; + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; #endif #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11785 = staticSwitch20_g11759; - float4 break2_g11787 = temp_output_1_0_g11785; - float2 temp_output_65_0_g11785 = shaderPosition235; - float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); - float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); - float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); - float4 staticSwitch17_g11759 = appendResult9_g11785; - #else - float4 staticSwitch17_g11759 = staticSwitch20_g11759; + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; #endif - float temp_output_39_0_g11759 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11777 = staticSwitch17_g11759; - float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); - float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); - float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch19_g11759 = appendResult6_g11777; - #else - float4 staticSwitch19_g11759 = staticSwitch17_g11759; + uniform float _ShiftHueSpeed; #endif #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11781 = staticSwitch19_g11759; - float4 break2_g11783 = temp_output_1_0_g11781; - float2 uv_AddHueMask = IN.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); - #else - float staticSwitch33_g11781 = _AddHueFade; - #endif - float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); - float4 staticSwitch23_g11759 = appendResult6_g11781; - #else - float4 staticSwitch23_g11759 = staticSwitch19_g11759; + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11778 = staticSwitch23_g11759; - float4 break2_g11779 = temp_output_1_0_g11778; - float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); - #else - float3 staticSwitch27_g11778 = temp_output_13_0_g11778; - #endif - float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); - float4 staticSwitch28_g11759 = appendResult21_g11778; - #else - float4 staticSwitch28_g11759 = staticSwitch23_g11759; + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; #endif #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11766 = staticSwitch28_g11759; - float4 break2_g11767 = temp_output_1_0_g11766; - float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; - float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); - float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); - float4 staticSwitch38_g11759 = appendResult8_g11766; - #else - float4 staticSwitch38_g11759 = staticSwitch28_g11759; + uniform float _Saturation; #endif #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11768 = staticSwitch38_g11759; - float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; - float temp_output_179_0_g11768 = temp_output_39_0_g11759; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); - #else - float3 staticSwitch187_g11768 = temp_output_82_0_g11768; - #endif - float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); - #else - float2 staticSwitch169_g11768 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); - float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 ); - float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); - float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); - #else - float staticSwitch188_g11768 = temp_output_15_0_g11768.a; - #endif - float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); - float4 staticSwitch12_g11759 = appendResult177_g11768; - #else - float4 staticSwitch12_g11759 = staticSwitch38_g11759; + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11796 = staticSwitch12_g11759; - float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; - float temp_output_186_0_g11796 = temp_output_39_0_g11759; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); - #else - float3 staticSwitch199_g11796 = temp_output_82_0_g11796; - #endif - float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11796 = 1.0; - #else - float staticSwitch203_g11796 = temp_output_182_0_g11796; - #endif - float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); - float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); - float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); - #else - float2 staticSwitch157_g11796 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); - float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 ); - float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); - #else - float staticSwitch200_g11796 = lerpResult168_g11796; - #endif - float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); - float4 staticSwitch13_g11759 = appendResult174_g11796; - #else - float4 staticSwitch13_g11759 = staticSwitch12_g11759; + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; #endif #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11773 = staticSwitch13_g11759; - float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); - #else - float3 staticSwitch199_g11773 = temp_output_82_0_g11773; - #endif - float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11773 = 1.0; - #else - float staticSwitch203_g11773 = temp_output_182_0_g11773; - #endif - float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); - float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); - float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); - float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); - #else - float staticSwitch200_g11773 = lerpResult168_g11773; - #endif - float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); - float4 staticSwitch48_g11759 = appendResult174_g11773; - #else - float4 staticSwitch48_g11759 = staticSwitch13_g11759; + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; #endif #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11760 = staticSwitch48_g11759; - float4 break2_g11761 = temp_output_5_0_g11760; - float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); - float4 staticSwitch46_g11759 = appendResult12_g11760; - #else - float4 staticSwitch46_g11759 = staticSwitch48_g11759; + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; #endif - float4 temp_output_361_0 = staticSwitch46_g11759; #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11801 = temp_output_361_0; - float4 break2_g11802 = temp_output_1_0_g11801; - float temp_output_44_0_g11801 = unity_OrthoParams.y; - float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); - float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11801; - #else - float4 staticSwitch56 = temp_output_361_0; + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; #endif #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11804 = staticSwitch56; - float4 break2_g11806 = temp_output_1_0_g11804; - float temp_output_34_0_g11804 = shaderTime237; - float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); - float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); - float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); - float4 staticSwitch57 = appendResult27_g11804; - #else - float4 staticSwitch57 = staticSwitch56; + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; #endif - float4 temp_output_3_0_g11808 = staticSwitch57; - float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; - float2 temp_output_41_0_g11808 = shaderPosition235; - float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; - float temp_output_40_0_g11808 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); - #else - float2 staticSwitch101_g11838 = temp_output_99_0_g11838; - #endif - float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); - float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); - float4 break2_g11841 = temp_output_1_0_g11838; - float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); - float4 staticSwitch26_g11808 = appendResult7_g11838; - #else - float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; #endif #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11831 = staticSwitch26_g11808; - float temp_output_59_0_g11831 = temp_output_40_0_g11808; - float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float4 break2_g11833 = temp_output_1_0_g11831; - float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); - float2 uv_MetalMask = IN.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); - #else - float staticSwitch60_g11831 = _MetalFade; - #endif - float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); - float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); - float4 staticSwitch28_g11808 = appendResult8_g11831; - #else - float4 staticSwitch28_g11808 = staticSwitch26_g11808; + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; #endif #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11823 = staticSwitch28_g11808; - float4 break2_g11824 = temp_output_1_0_g11823; - float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); - float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; - float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); - float temp_output_73_0_g11823 = temp_output_40_0_g11808; - float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); - float4 staticSwitch29_g11808 = appendResult26_g11823; - #else - float4 staticSwitch29_g11808 = staticSwitch28_g11808; + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; #endif #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11817 = staticSwitch29_g11808; - float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; - float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); - float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; - float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); - float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); - float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); - float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); - float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); - float4 staticSwitch32_g11808 = appendResult43_g11817; - #else - float4 staticSwitch32_g11808 = staticSwitch29_g11808; + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; #endif #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; - float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); - float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); - float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11813 = staticSwitch32_g11808; - float4 break2_g11815 = temp_output_1_0_g11813; - float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); - float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); - float4 staticSwitch34_g11808 = appendResult29_g11813; - #else - float4 staticSwitch34_g11808 = staticSwitch32_g11808; + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; #endif #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11809 = staticSwitch34_g11808; - float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; - float4 break2_g11811 = temp_output_1_0_g11809; - float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; - float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); - float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); - float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = IN.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); - #else - float staticSwitch98_g11809 = _ShineFade; - #endif - float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); - float4 staticSwitch36_g11808 = appendResult8_g11809; - #else - float4 staticSwitch36_g11808 = staticSwitch34_g11808; + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; #endif #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11844 = temp_output_40_0_g11808; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11844 = staticSwitch36_g11808; - float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; - float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); - float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); - float4 staticSwitch39_g11808 = appendResult27_g11844; - #else - float4 staticSwitch39_g11808 = staticSwitch36_g11808; + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; #endif - float4 temp_output_10_0_g11848 = staticSwitch39_g11808; #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; - float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; - float temp_output_1_0_g11848 = temp_output_40_0_g11808; - float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); - float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); - float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); - float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); - float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); - float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); - float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11848 = hsvTorgb53_g11848; - #else - float3 staticSwitch50_g11848 = lerpResult42_g11848; + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; #endif - float4 break2_g11850 = temp_output_10_0_g11848; - float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11848 = lerpResult44_g11848; - #else - float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); - #endif - float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); - float4 staticSwitch11_g11848 = appendResult19_g11848; - #else - float4 staticSwitch11_g11848 = temp_output_10_0_g11848; - #endif - float4 temp_output_1_0_g11853 = staticSwitch11_g11848; #ifdef _ENABLESHIFTING_ON - float4 break5_g11853 = temp_output_1_0_g11853; - float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); - float4 break2_g11854 = temp_output_1_0_g11853; - float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); - float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11853 = hsvTorgb12_g11853; - #else - float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; #endif - float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); - float4 staticSwitch33_g11853 = appendResult6_g11853; - #else - float4 staticSwitch33_g11853 = temp_output_1_0_g11853; - #endif - float4 temp_output_5_0_g11860 = staticSwitch33_g11853; #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11860 = temp_output_5_0_g11860; - float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); - float temp_output_27_0_g11860 = temp_output_40_0_g11808; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); - #else - float2 staticSwitch73_g11860 = _TextureLayer1Offset; + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; #endif - float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11861 = _TextureLayer1Columns; - int Height10_g11861 = _TextureLayer1Rows; - float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11861 = float2( 0,1 ); - float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; - #else - float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; #endif - float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); - float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); - float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); - float4 break2_g11862 = temp_output_5_0_g11860; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); - #else - float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; #endif - float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); - float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); - float4 staticSwitch15_g11860 = appendResult14_g11860; - #else - float4 staticSwitch15_g11860 = temp_output_5_0_g11860; - #endif - float4 temp_output_5_0_g11856 = staticSwitch15_g11860; #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11856 = temp_output_5_0_g11856; - float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); - float temp_output_27_0_g11856 = temp_output_40_0_g11808; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); - #else - float2 staticSwitch73_g11856 = _TextureLayer2Offset; + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; #endif - float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11857 = _TextureLayer2Columns; - int Height10_g11857 = _TextureLayer2Rows; - float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11857 = float2( 0,1 ); - float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; - #else - float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; #endif - float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); - float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); - float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); - float4 break2_g11858 = temp_output_5_0_g11856; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); - #else - float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; #endif - float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); - float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); - float4 staticSwitch15_g11856 = appendResult14_g11856; - #else - float4 staticSwitch15_g11856 = temp_output_5_0_g11856; - #endif - float4 temp_output_473_0 = staticSwitch15_g11856; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11864 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11864; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11865 = staticSwitch77; - float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); - float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11865; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11866 = staticSwitch75; - float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; -#ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); - #endif - float2 temp_output_18_0_g11866 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); - float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); - float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); - float4 staticSwitch3_g11866 = appendResult3_g11867; - #else - float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); - float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; - float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); - float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11875 = staticSwitch3_g11866; - float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); - float4 staticSwitch5_g11866 = appendResult3_g11875; - #else - float4 staticSwitch5_g11866 = staticSwitch3_g11866; + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11877 = staticSwitch5_g11866; - float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; - float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); - float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); - float4 staticSwitch8_g11866 = appendResult3_g11877; - #else - float4 staticSwitch8_g11866 = staticSwitch5_g11866; + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; - float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); - float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11873 = staticSwitch8_g11866; - float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); - float4 staticSwitch9_g11866 = appendResult3_g11873; - #else - float4 staticSwitch9_g11866 = staticSwitch8_g11866; + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11869 = staticSwitch9_g11866; - float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; - float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11869 = rotatedValue136_g11869; - float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); - float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); - float4 staticSwitch11_g11866 = appendResult3_g11869; - #else - float4 staticSwitch11_g11866 = staticSwitch9_g11866; + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; - float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11871 = rotatedValue136_g11871; - float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); - float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); - float4 temp_output_1_0_g11871 = staticSwitch11_g11866; - float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); - float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); - float4 staticSwitch15_g11866 = appendResult3_g11871; - #else - float4 staticSwitch15_g11866 = staticSwitch11_g11866; + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11879 = staticSwitch15_g11866; - float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; - float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); - float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); - float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); - float4 staticSwitch13_g11866 = appendResult3_g11879; - #else - float4 staticSwitch13_g11866 = staticSwitch15_g11866; + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; #endif #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); - #else - float3 staticSwitch16_g11882 = temp_output_3_0_g11882; - #endif - float4 temp_output_1_0_g11882 = staticSwitch13_g11866; - float4 break2_g11884 = temp_output_1_0_g11882; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); - #else - float3 staticSwitch17_g11882 = staticSwitch16_g11882; - #endif - float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); - float4 staticSwitch5_g11881 = appendResult6_g11882; - #else - float4 staticSwitch5_g11881 = staticSwitch13_g11866; + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; #endif #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11885 = staticSwitch5_g11881; - float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); - float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); - float4 staticSwitch11_g11881 = appendResult13_g11885; - #else - float4 staticSwitch11_g11881 = staticSwitch5_g11881; + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; #endif #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11886 = staticSwitch11_g11881; - float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); - #else - float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; #endif - float4 break2_g11888 = temp_output_1_0_g11886; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); - #else - float3 staticSwitch22_g11886 = staticSwitch21_g11886; - #endif - float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); - float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); - float4 staticSwitch7_g11881 = appendResult9_g11886; - #else - float4 staticSwitch7_g11881 = staticSwitch11_g11881; - #endif - float4 temp_output_2_0_g11889 = staticSwitch7_g11881; #ifdef _ENABLESHADOW_ON - float4 break4_g11891 = temp_output_2_0_g11889; - float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); - float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11891 = appendResult85_g11889; - float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); - float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); - float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); - float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); - float4 staticSwitch82_g11889 = appendResult18_g11891; - #else - float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; #endif - float4 break4_g11892 = staticSwitch82_g11889; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11750 = 1.0; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11712( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11710( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11668( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11680( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11752( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11754( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11758( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11786( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11797( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11805( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11840( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11825( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11827( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11820( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11818( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11814( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11851( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11878( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11874( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction( appdata v ) + { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) ))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11895 = fixedUV475; + float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11896 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + float temp_output_8_0_g11896 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); + #else + float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11897 = temp_output_8_0_g11896; + float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); + float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); + #else + float2 staticSwitch6_g11896 = staticSwitch4_g11896; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11896 = staticSwitch6_g11896; + #endif + float2 temp_output_424_0 = staticSwitch10_g11896; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord3 = screenPos; + o.ase_texcoord4.xyz = ase_positionWS; + + o.ase_texcoord2.xy = v.texcoord.xyzw.xy; + o.ase_texcoord5 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + o.ase_texcoord4.w = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + #ifdef EDITOR_VISUALIZATION + o.vizUV = 0; + o.lightCoord = 0; + if (unity_VisualizationMode == EDITORVIZ_TEXTURE) + o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); + else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) + { + o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); + } + #endif + + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } #else - float staticSwitch8_g11750 = IN.ase_color.a; + v2f vert( appdata v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag( v2f IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + SurfaceOutput o = (SurfaceOutput)0; + #else + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + #endif + + float2 texCoord363 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord4.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) ))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11667 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11668 = _WindMinIntensity; + #else + float staticSwitch117_g11668 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11668 = _WindMaxIntensity; + #else + float staticSwitch118_g11668 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11668 = _WindXPosition; + #else + float staticSwitch111_g11668 = transform62_g11668.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11668 = _WindNoiseScale; + #else + float staticSwitch113_g11668 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11668 = WindTime; + #endif + float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); + float x101_g11668 = temp_output_50_0_g11668; + float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); + float2 temp_cast_0 = (temp_output_50_0_g11668).xx; + float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11668 = simplePerlin2D121_g11668; + #else + float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); + #endif + float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); + float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; + float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); + float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); + float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); + float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; + #else + float2 staticSwitch4_g11667 = temp_output_3_0_g11667; + #endif + float2 texCoord435 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (IN.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11669 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11667; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11672 = shaderPosition235; + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11672 = rotatedValue136_g11672; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11677 = unity_OrthoParams.y; + float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11677 ); + float2 temp_cast_4 = (temp_output_8_0_g11677).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11677).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); + float2 appendResult10_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11678 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11678 = appendResult2_g11678; + #else + float2 staticSwitch9_g11678 = ( float2( 100,100 ) / appendResult10_g11678 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11678.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11675 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11675; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11716 = staticSwitch62; + float2 temp_output_26_0_g11716 = shaderPosition235; + float temp_output_25_0_g11716 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); + float2 appendResult10_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11725 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11725 = appendResult2_g11725; + #else + float2 staticSwitch9_g11725 = ( float2( 100,100 ) / appendResult10_g11725 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); + #else + float staticSwitch29_g11723 = _UVDistortFade; + #endif + float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * staticSwitch9_g11725 * staticSwitch29_g11723 ) ); + #else + float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11722 = staticSwitch5_g11716; + float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11716 = staticSwitch5_g11716; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; + #else + float2 staticSwitch9_g11716 = staticSwitch7_g11716; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; + #else + float2 staticSwitch16_g11716 = staticSwitch9_g11716; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); + #else + float2 staticSwitch14_g11716 = staticSwitch16_g11716; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11716 = clampResult46_g11718; + #else + float2 staticSwitch4_g11716 = staticSwitch14_g11716; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11716 = staticSwitch4_g11716; + #endif + float2 temp_output_1_0_g11727 = staticSwitch24_g11716; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); + #else + float staticSwitch18_g11727 = temp_output_7_0_g11727; + #endif + float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); + float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); + #else + float2 staticSwitch13_g11727 = temp_output_1_0_g11727; + #endif + float2 temp_output_484_0 = staticSwitch13_g11727; + float2 texCoord131 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11728 = staticSwitch485; + float2 break11_g11728 = float2( 0,0 ); + float2 break10_g11728 = float2( 1,1 ); + float2 break9_g11728 = spriteRectMin376; + float2 break8_g11728 = spriteRectMax377; + float2 appendResult15_g11728 = (float2( (break9_g11728.x + ( break14_g11728.x - break11_g11728.x ) * ( break8_g11728.x - break9_g11728.x ) / ( break10_g11728.x - break11_g11728.x ) ) , (break9_g11728.y + ( break14_g11728.y - break11_g11728.y ) * ( break8_g11728.y - break9_g11728.y ) / ( break10_g11728.y - break11_g11728.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11730 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11731 = _MainTex; + float4 textureTexelSize3_g11731 = _MainTex_TexelSize; + float2 uvs3_g11731 = temp_output_1_0_g11730; + float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); + float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; + #else + float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11742 = temp_output_10_0_g11732; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11733 = temp_output_10_0_g11732; + float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); + float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); + float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; + float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); + float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); + float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; + float temp_output_2_0_g11739 = temp_output_10_0_g11732; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float temp_output_2_0_g11736 = temp_output_10_0_g11732; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11730 = staticSwitch8_g11730; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; + float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); + float temp_output_2_0_g11746 = _SharpenOffset; + float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; + float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; + float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); + float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); + float4 staticSwitch12_g11730 = appendResult24_g11745; + #else + float4 staticSwitch12_g11730 = staticSwitch3_g11730; + #endif + float4 temp_output_471_0 = staticSwitch12_g11730; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11749 = temp_output_471_0; + float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); + float4 staticSwitch354 = appendResult8_g11749; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11750 = originalColor191; + float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float2 temp_output_7_0_g11750 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); + float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); + float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); + float4 staticSwitch2_g11750 = appendResult31_g11751; + #else + float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11753 = staticSwitch2_g11750; + float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; + float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); + float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); + float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11750 = appendResult13_g11753; + #else + float4 staticSwitch3_g11750 = staticSwitch2_g11750; + #endif + float4 temp_output_1_0_g11755 = staticSwitch3_g11750; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; + float2 appendResult4_g11756 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); + float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); + float4 staticSwitch2_g11755 = appendResult42_g11756; + #else + float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11757 = finalUV146; + float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); + float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); + float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); + float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); + float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); + #else + float4 staticSwitch6_g11755 = staticSwitch2_g11755; + #endif + float4 temp_output_3_0_g11759 = staticSwitch6_g11755; + float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; + float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); + float2 temp_output_1_0_g11759 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch81_g11791 = appendResult91_g11791; + #endif + float3 break82_g11791 = (staticSwitch81_g11791).xyz; + float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); + float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); + float4 break2_g11792 = temp_output_1_0_g11791; + float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); + float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); + float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch43_g11759 = appendResult30_g11791; + #else + float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11789 = staticSwitch43_g11759; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch62_g11789 = temp_output_1_0_g11789; + #endif + float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); + float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.8333333 ) + ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.6666667 ) + ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11789 = ifLocalVar46_g11789; + float4 ifLocalVar47_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.3333333 ) + ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.1666667 ) + ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11789 = ifLocalVar47_g11789; + float4 ifLocalVar35_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.5 ) + ifLocalVar35_g11789 = ifLocalVar44_g11789; + else + ifLocalVar35_g11789 = ifLocalVar45_g11789; + float4 break55_g11789 = ifLocalVar35_g11789; + float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); + float4 break2_g11790 = temp_output_1_0_g11789; + float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); + float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); + float4 staticSwitch9_g11759 = appendResult30_g11789; + #else + float4 staticSwitch9_g11759 = staticSwitch43_g11759; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11763 = staticSwitch9_g11759; + float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; + float3 In115_g11763 = temp_output_2_0_g11763; + float3 From115_g11763 = (_ColorReplaceFromColor).rgb; + float4 break2_g11764 = temp_output_1_0_g11763; + float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11763 = _ColorReplaceSmoothness; + float Range115_g11763 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); + float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); + float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); + float4 staticSwitch29_g11759 = appendResult4_g11763; + #else + float4 staticSwitch29_g11759 = staticSwitch9_g11759; + #endif + float4 temp_output_1_0_g11776 = staticSwitch29_g11759; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; + float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); + float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); + float4 staticSwitch4_g11776 = appendResult8_g11776; + #else + float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + #endif + float4 temp_output_57_0_g11759 = staticSwitch4_g11776; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); + float4 staticSwitch32_g11759 = appendResult4_g11799; + #else + float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11774 = staticSwitch32_g11759; + float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); + float4 staticSwitch33_g11759 = appendResult6_g11774; + #else + float4 staticSwitch33_g11759 = staticSwitch32_g11759; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11775 = staticSwitch33_g11759; + float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); + float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); + float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); + float4 staticSwitch36_g11759 = appendResult8_g11775; + #else + float4 staticSwitch36_g11759 = staticSwitch33_g11759; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11793 = staticSwitch36_g11759; + float4 break2_g11794 = temp_output_1_0_g11793; + float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); + float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); + float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); + float4 staticSwitch30_g11759 = appendResult18_g11793; + #else + float4 staticSwitch30_g11759 = staticSwitch36_g11759; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11771 = staticSwitch30_g11759; + float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; + float4 break12_g11771 = temp_output_1_0_g11771; + float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); + float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); + float4 staticSwitch20_g11759 = appendResult11_g11771; + #else + float4 staticSwitch20_g11759 = staticSwitch30_g11759; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11785 = staticSwitch20_g11759; + float4 break2_g11787 = temp_output_1_0_g11785; + float2 temp_output_65_0_g11785 = shaderPosition235; + float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); + float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); + float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); + float4 staticSwitch17_g11759 = appendResult9_g11785; + #else + float4 staticSwitch17_g11759 = staticSwitch20_g11759; + #endif + float temp_output_39_0_g11759 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11777 = staticSwitch17_g11759; + float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); + float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); + float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch19_g11759 = appendResult6_g11777; + #else + float4 staticSwitch19_g11759 = staticSwitch17_g11759; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11781 = staticSwitch19_g11759; + float4 break2_g11783 = temp_output_1_0_g11781; + float2 uv_AddHueMask = IN.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); + #else + float staticSwitch33_g11781 = _AddHueFade; + #endif + float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); + float4 staticSwitch23_g11759 = appendResult6_g11781; + #else + float4 staticSwitch23_g11759 = staticSwitch19_g11759; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11778 = staticSwitch23_g11759; + float4 break2_g11779 = temp_output_1_0_g11778; + float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); + #else + float3 staticSwitch27_g11778 = temp_output_13_0_g11778; + #endif + float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); + float4 staticSwitch28_g11759 = appendResult21_g11778; + #else + float4 staticSwitch28_g11759 = staticSwitch23_g11759; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11766 = staticSwitch28_g11759; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; + float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); + float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch38_g11759 = appendResult8_g11766; + #else + float4 staticSwitch38_g11759 = staticSwitch28_g11759; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11768 = staticSwitch38_g11759; + float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; + float temp_output_179_0_g11768 = temp_output_39_0_g11759; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); + #else + float3 staticSwitch187_g11768 = temp_output_82_0_g11768; + #endif + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11768 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); + float2 appendResult10_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11769 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11769 = appendResult2_g11769; + #else + float2 staticSwitch9_g11769 = ( float2( 100,100 ) / appendResult10_g11769 ); + #endif + float2 temp_output_25_0_g11768 = staticSwitch9_g11769; + float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); + float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); + #else + float staticSwitch188_g11768 = temp_output_15_0_g11768.a; + #endif + float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); + float4 staticSwitch12_g11759 = appendResult177_g11768; + #else + float4 staticSwitch12_g11759 = staticSwitch38_g11759; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11796 = staticSwitch12_g11759; + float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; + float temp_output_186_0_g11796 = temp_output_39_0_g11759; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); + #else + float3 staticSwitch199_g11796 = temp_output_82_0_g11796; + #endif + float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11796 = 1.0; + #else + float staticSwitch203_g11796 = temp_output_182_0_g11796; + #endif + float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); + float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); + float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11796 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); + float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11798 = appendResult2_g11798; + #else + float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 ); + #endif + float2 temp_output_25_0_g11796 = staticSwitch9_g11798; + float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); + #else + float staticSwitch200_g11796 = lerpResult168_g11796; + #endif + float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); + float4 staticSwitch13_g11759 = appendResult174_g11796; + #else + float4 staticSwitch13_g11759 = staticSwitch12_g11759; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11773 = staticSwitch13_g11759; + float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); + #else + float3 staticSwitch199_g11773 = temp_output_82_0_g11773; + #endif + float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11773 = 1.0; + #else + float staticSwitch203_g11773 = temp_output_182_0_g11773; + #endif + float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); + float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); + float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); + float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); + #else + float staticSwitch200_g11773 = lerpResult168_g11773; + #endif + float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); + float4 staticSwitch48_g11759 = appendResult174_g11773; + #else + float4 staticSwitch48_g11759 = staticSwitch13_g11759; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11760 = staticSwitch48_g11759; + float4 break2_g11761 = temp_output_5_0_g11760; + float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); + float4 staticSwitch46_g11759 = appendResult12_g11760; + #else + float4 staticSwitch46_g11759 = staticSwitch48_g11759; + #endif + float4 temp_output_361_0 = staticSwitch46_g11759; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11801 = temp_output_361_0; + float4 break2_g11802 = temp_output_1_0_g11801; + float temp_output_44_0_g11801 = unity_OrthoParams.y; + float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); + float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11801; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11804 = staticSwitch56; + float4 break2_g11806 = temp_output_1_0_g11804; + float temp_output_34_0_g11804 = shaderTime237; + float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); + float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); + float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); + float4 staticSwitch57 = appendResult27_g11804; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11808 = staticSwitch57; + float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; + float2 temp_output_41_0_g11808 = shaderPosition235; + float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; + float temp_output_40_0_g11808 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); + #else + float2 staticSwitch101_g11838 = temp_output_99_0_g11838; + #endif + float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); + float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); + float4 break2_g11841 = temp_output_1_0_g11838; + float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); + float4 staticSwitch26_g11808 = appendResult7_g11838; + #else + float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11831 = staticSwitch26_g11808; + float temp_output_59_0_g11831 = temp_output_40_0_g11808; + float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float4 break2_g11833 = temp_output_1_0_g11831; + float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); + #else + float staticSwitch60_g11831 = _MetalFade; + #endif + float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); + float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); + float4 staticSwitch28_g11808 = appendResult8_g11831; + #else + float4 staticSwitch28_g11808 = staticSwitch26_g11808; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11823 = staticSwitch28_g11808; + float4 break2_g11824 = temp_output_1_0_g11823; + float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); + float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; + float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); + float temp_output_73_0_g11823 = temp_output_40_0_g11808; + float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); + float4 staticSwitch29_g11808 = appendResult26_g11823; + #else + float4 staticSwitch29_g11808 = staticSwitch28_g11808; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11817 = staticSwitch29_g11808; + float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; + float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); + float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; + float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); + float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); + float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); + float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); + float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch32_g11808 = appendResult43_g11817; + #else + float4 staticSwitch32_g11808 = staticSwitch29_g11808; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; + float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); + float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); + float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11813 = staticSwitch32_g11808; + float4 break2_g11815 = temp_output_1_0_g11813; + float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); + float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); + float4 staticSwitch34_g11808 = appendResult29_g11813; + #else + float4 staticSwitch34_g11808 = staticSwitch32_g11808; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11809 = staticSwitch34_g11808; + float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; + float4 break2_g11811 = temp_output_1_0_g11809; + float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; + float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); + #else + float staticSwitch98_g11809 = _ShineFade; + #endif + float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); + float4 staticSwitch36_g11808 = appendResult8_g11809; + #else + float4 staticSwitch36_g11808 = staticSwitch34_g11808; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11844 = temp_output_40_0_g11808; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11844 = staticSwitch36_g11808; + float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; + float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); + float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); + float4 staticSwitch39_g11808 = appendResult27_g11844; + #else + float4 staticSwitch39_g11808 = staticSwitch36_g11808; + #endif + float4 temp_output_10_0_g11848 = staticSwitch39_g11808; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; + float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; + float temp_output_1_0_g11848 = temp_output_40_0_g11808; + float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); + float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); + float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); + float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); + float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11848 = hsvTorgb53_g11848; + #else + float3 staticSwitch50_g11848 = lerpResult42_g11848; + #endif + float4 break2_g11850 = temp_output_10_0_g11848; + float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11848 = lerpResult44_g11848; + #else + float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); + #endif + float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); + float4 staticSwitch11_g11848 = appendResult19_g11848; + #else + float4 staticSwitch11_g11848 = temp_output_10_0_g11848; + #endif + float4 temp_output_1_0_g11853 = staticSwitch11_g11848; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11853 = temp_output_1_0_g11853; + float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11853 = hsvTorgb12_g11853; + #else + float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); + float4 staticSwitch33_g11853 = appendResult6_g11853; + #else + float4 staticSwitch33_g11853 = temp_output_1_0_g11853; + #endif + float4 temp_output_5_0_g11860 = staticSwitch33_g11853; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11860 = temp_output_5_0_g11860; + float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); + float temp_output_27_0_g11860 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); + #else + float2 staticSwitch73_g11860 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11861 = _TextureLayer1Columns; + int Height10_g11861 = _TextureLayer1Rows; + float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11861 = float2( 0,1 ); + float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; + #else + float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + #endif + float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); + float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); + float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); + float4 break2_g11862 = temp_output_5_0_g11860; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); + #else + float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + #endif + float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); + float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); + float4 staticSwitch15_g11860 = appendResult14_g11860; + #else + float4 staticSwitch15_g11860 = temp_output_5_0_g11860; + #endif + float4 temp_output_5_0_g11856 = staticSwitch15_g11860; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11856 = temp_output_5_0_g11856; + float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); + float temp_output_27_0_g11856 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); + #else + float2 staticSwitch73_g11856 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11857 = _TextureLayer2Columns; + int Height10_g11857 = _TextureLayer2Rows; + float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11857 = float2( 0,1 ); + float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; + #else + float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + #endif + float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); + float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); + float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); + float4 break2_g11858 = temp_output_5_0_g11856; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); + #else + float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + #endif + float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); + float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); + float4 staticSwitch15_g11856 = appendResult14_g11856; + #else + float4 staticSwitch15_g11856 = temp_output_5_0_g11856; + #endif + float4 temp_output_473_0 = staticSwitch15_g11856; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11864 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11864; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11865 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); + float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11865; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11866 = staticSwitch75; + float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11866 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); + float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); + float4 staticSwitch3_g11866 = appendResult3_g11867; + #else + float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; + float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); + float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11875 = staticSwitch3_g11866; + float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); + float4 staticSwitch5_g11866 = appendResult3_g11875; + #else + float4 staticSwitch5_g11866 = staticSwitch3_g11866; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11877 = staticSwitch5_g11866; + float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; + float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); + float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); + float4 staticSwitch8_g11866 = appendResult3_g11877; + #else + float4 staticSwitch8_g11866 = staticSwitch5_g11866; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; + float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); + float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11873 = staticSwitch8_g11866; + float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); + float4 staticSwitch9_g11866 = appendResult3_g11873; + #else + float4 staticSwitch9_g11866 = staticSwitch8_g11866; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11869 = staticSwitch9_g11866; + float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; + float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11869 = rotatedValue136_g11869; + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); + float4 staticSwitch11_g11866 = appendResult3_g11869; + #else + float4 staticSwitch11_g11866 = staticSwitch9_g11866; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; + float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11871 = rotatedValue136_g11871; + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); + float4 temp_output_1_0_g11871 = staticSwitch11_g11866; + float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); + float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); + float4 staticSwitch15_g11866 = appendResult3_g11871; + #else + float4 staticSwitch15_g11866 = staticSwitch11_g11866; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11879 = staticSwitch15_g11866; + float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; + float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); + float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); + float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); + float4 staticSwitch13_g11866 = appendResult3_g11879; + #else + float4 staticSwitch13_g11866 = staticSwitch15_g11866; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); + #else + float3 staticSwitch16_g11882 = temp_output_3_0_g11882; + #endif + float4 temp_output_1_0_g11882 = staticSwitch13_g11866; + float4 break2_g11884 = temp_output_1_0_g11882; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11882 = staticSwitch16_g11882; + #endif + float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); + float4 staticSwitch5_g11881 = appendResult6_g11882; + #else + float4 staticSwitch5_g11881 = staticSwitch13_g11866; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11885 = staticSwitch5_g11881; + float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); + float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); + float4 staticSwitch11_g11881 = appendResult13_g11885; + #else + float4 staticSwitch11_g11881 = staticSwitch5_g11881; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11886 = staticSwitch11_g11881; + float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); + #else + float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + #endif + float4 break2_g11888 = temp_output_1_0_g11886; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); + #else + float3 staticSwitch22_g11886 = staticSwitch21_g11886; + #endif + float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); + float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); + float4 staticSwitch7_g11881 = appendResult9_g11886; + #else + float4 staticSwitch7_g11881 = staticSwitch11_g11881; + #endif + float4 temp_output_2_0_g11889 = staticSwitch7_g11881; + #ifdef _ENABLESHADOW_ON + float4 break4_g11891 = temp_output_2_0_g11889; + float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); + float2 appendResult10_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11890 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11890 = appendResult2_g11890; + #else + float2 staticSwitch9_g11890 = ( float2( 100,100 ) / appendResult10_g11890 ); + #endif + float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11890 * _ShadowOffset ) ) ).a ))); + float4 break6_g11891 = appendResult85_g11889; + float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); + float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); + float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); + float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); + float4 staticSwitch82_g11889 = appendResult18_g11891; + #else + float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + #endif + float4 break4_g11892 = staticSwitch82_g11889; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11750 = 1.0; + #else + float staticSwitch8_g11750 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11750 = 1.0; + #else + float staticSwitch9_g11750 = staticSwitch8_g11750; + #endif + float customVertexAlpha193 = staticSwitch9_g11750; + float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11892; + float4 temp_output_1_0_g11893 = temp_output_344_0; + float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11893; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11900 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); + float4 staticSwitch6_g11900 = appendResult2_g11900; + #else + float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #endif + float4 temp_output_340_0 = staticSwitch6_g11900; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float2 temp_output_11_0_g11901 = finalUV146; + float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); + float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); + float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); + #else + float3 staticSwitch13_g11901 = float3( 0, 0, 0 ); + #endif + + + o.Albedo = temp_output_340_0.rgb; + o.Normal = half3( 0, 0, 1 ); + o.Emission = staticSwitch13_g11901; + o.Alpha = temp_output_340_0.a; + half AlphaClipThreshold = 0.0; + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + UnityMetaInput metaIN; + UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); + metaIN.Albedo = o.Albedo; + metaIN.Emission = o.Emission; + #ifdef EDITOR_VISUALIZATION + metaIN.VizUV = IN.vizUV; + metaIN.LightCoord = IN.lightCoord; + #endif + return UnityMetaFragment(metaIN); + } + ENDCG + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + ZWrite On + ZTest LEqual + AlphaToMask Off + + CGPROGRAM + #define ASE_GEOMETRY + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma multi_compile_instancing + #define ASE_FOG + #define ASE_VERSION 19905 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_shadowcaster + #ifndef UNITY_PASS_SHADOWCASTER + #define UNITY_PASS_SHADOWCASTER + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + V2F_SHADOW_CASTER; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef UNITY_STANDARD_USE_DITHER_MASK + sampler3D _DitherMaskLOD; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; #endif #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11750 = 1.0; - #else - float staticSwitch9_g11750 = staticSwitch8_g11750; + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; #endif - float customVertexAlpha193 = staticSwitch9_g11750; - float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11892; - float4 temp_output_1_0_g11893 = temp_output_344_0; - float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11893; + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; #endif - float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; #endif - float4 temp_output_7_0_g11900 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); - float4 staticSwitch6_g11900 = appendResult2_g11900; - #else - float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; #endif - float4 temp_output_340_0 = staticSwitch6_g11900; + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } - #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); - float2 temp_output_11_0_g11901 = finalUV146; - float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); - float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); - float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); - #else - float3 staticSwitch13_g11901 = float3(0,0,0); - #endif + float MyCustomExpression16_g11712( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11710( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11668( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11680( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11752( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11754( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11758( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11786( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11797( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11805( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11840( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11825( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11827( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11820( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11818( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11814( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11851( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11878( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11874( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } - o.Albedo = temp_output_340_0.rgb; - o.Normal = fixed3( 0, 0, 1 ); - o.Emission = staticSwitch13_g11901; - o.Alpha = temp_output_340_0.a; - float AlphaClipThreshold = 0.0; - #ifdef _ALPHATEST_ON - clip( o.Alpha - AlphaClipThreshold ); + v2f VertexFunction( appdata v ) + { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) ))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11895 = fixedUV475; + float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11896 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + float temp_output_8_0_g11896 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); + #else + float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11897 = temp_output_8_0_g11896; + float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); + float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); + #else + float2 staticSwitch6_g11896 = staticSwitch4_g11896; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11896 = staticSwitch6_g11896; + #endif + float2 temp_output_424_0 = staticSwitch10_g11896; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord2 = screenPos; + o.ase_texcoord3.xyz = ase_positionWS; + + o.ase_texcoord1.xy = v.ase_texcoord.xy; + o.ase_texcoord4 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord1.zw = 0; + o.ase_texcoord3.w = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + #if defined( ASE_IMPOSTOR ) + // Disable "Normal Bias" because we're rendering billboard impostors and there's no vertex normals. + unity_LightShadowBias.z = 0; #endif - #ifdef _DEPTHOFFSET_ON - outputDepth = IN.pos.z; + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half4 tangent : TANGENT; + half3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert( appdata v ) + { + return VertexFunction( v ); + } #endif - UnityMetaInput metaIN; - UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); - metaIN.Albedo = o.Albedo; - metaIN.Emission = o.Emission; - #ifdef EDITOR_VISUALIZATION - metaIN.VizUV = IN.vizUV; - metaIN.LightCoord = IN.lightCoord; + half4 frag( v2f IN + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + SurfaceOutput o = (SurfaceOutput)0; + #else + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + o.Occlusion = 1; + #endif + + float2 texCoord363 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord2; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord3.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) ))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11667 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11668 = _WindMinIntensity; + #else + float staticSwitch117_g11668 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11668 = _WindMaxIntensity; + #else + float staticSwitch118_g11668 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11668 = _WindXPosition; + #else + float staticSwitch111_g11668 = transform62_g11668.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11668 = _WindNoiseScale; + #else + float staticSwitch113_g11668 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11668 = WindTime; + #endif + float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); + float x101_g11668 = temp_output_50_0_g11668; + float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); + float2 temp_cast_0 = (temp_output_50_0_g11668).xx; + float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11668 = simplePerlin2D121_g11668; + #else + float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); + #endif + float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); + float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; + float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); + float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); + float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); + float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; + #else + float2 staticSwitch4_g11667 = temp_output_3_0_g11667; + #endif + float2 texCoord435 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); #endif - return UnityMetaFragment(metaIN); - } + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (IN.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (IN.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11669 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11667; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11672 = shaderPosition235; + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11672 = rotatedValue136_g11672; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11677 = unity_OrthoParams.y; + float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11677 ); + float2 temp_cast_4 = (temp_output_8_0_g11677).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11677).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); + float2 appendResult10_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11678 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11678 = appendResult2_g11678; + #else + float2 staticSwitch9_g11678 = ( float2( 100,100 ) / appendResult10_g11678 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11678.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11675 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11675; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11716 = staticSwitch62; + float2 temp_output_26_0_g11716 = shaderPosition235; + float temp_output_25_0_g11716 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); + float2 appendResult10_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11725 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11725 = appendResult2_g11725; + #else + float2 staticSwitch9_g11725 = ( float2( 100,100 ) / appendResult10_g11725 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); + #else + float staticSwitch29_g11723 = _UVDistortFade; + #endif + float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * staticSwitch9_g11725 * staticSwitch29_g11723 ) ); + #else + float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11722 = staticSwitch5_g11716; + float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11716 = staticSwitch5_g11716; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; + #else + float2 staticSwitch9_g11716 = staticSwitch7_g11716; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; + #else + float2 staticSwitch16_g11716 = staticSwitch9_g11716; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); + #else + float2 staticSwitch14_g11716 = staticSwitch16_g11716; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11716 = clampResult46_g11718; + #else + float2 staticSwitch4_g11716 = staticSwitch14_g11716; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11716 = staticSwitch4_g11716; + #endif + float2 temp_output_1_0_g11727 = staticSwitch24_g11716; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); + #else + float staticSwitch18_g11727 = temp_output_7_0_g11727; + #endif + float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); + float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); + #else + float2 staticSwitch13_g11727 = temp_output_1_0_g11727; + #endif + float2 temp_output_484_0 = staticSwitch13_g11727; + float2 texCoord131 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11728 = staticSwitch485; + float2 break11_g11728 = float2( 0,0 ); + float2 break10_g11728 = float2( 1,1 ); + float2 break9_g11728 = spriteRectMin376; + float2 break8_g11728 = spriteRectMax377; + float2 appendResult15_g11728 = (float2( (break9_g11728.x + ( break14_g11728.x - break11_g11728.x ) * ( break8_g11728.x - break9_g11728.x ) / ( break10_g11728.x - break11_g11728.x ) ) , (break9_g11728.y + ( break14_g11728.y - break11_g11728.y ) * ( break8_g11728.y - break9_g11728.y ) / ( break10_g11728.y - break11_g11728.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11730 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11731 = _MainTex; + float4 textureTexelSize3_g11731 = _MainTex_TexelSize; + float2 uvs3_g11731 = temp_output_1_0_g11730; + float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); + float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; + #else + float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11742 = temp_output_10_0_g11732; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11733 = temp_output_10_0_g11732; + float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); + float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); + float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; + float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); + float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); + float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; + float temp_output_2_0_g11739 = temp_output_10_0_g11732; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float temp_output_2_0_g11736 = temp_output_10_0_g11732; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11730 = staticSwitch8_g11730; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; + float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); + float temp_output_2_0_g11746 = _SharpenOffset; + float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; + float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; + float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); + float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); + float4 staticSwitch12_g11730 = appendResult24_g11745; + #else + float4 staticSwitch12_g11730 = staticSwitch3_g11730; + #endif + float4 temp_output_471_0 = staticSwitch12_g11730; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11749 = temp_output_471_0; + float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); + float4 staticSwitch354 = appendResult8_g11749; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11750 = originalColor191; + float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float2 temp_output_7_0_g11750 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); + float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); + float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); + float4 staticSwitch2_g11750 = appendResult31_g11751; + #else + float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11753 = staticSwitch2_g11750; + float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; + float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); + float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); + float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11750 = appendResult13_g11753; + #else + float4 staticSwitch3_g11750 = staticSwitch2_g11750; + #endif + float4 temp_output_1_0_g11755 = staticSwitch3_g11750; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; + float2 appendResult4_g11756 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); + float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); + float4 staticSwitch2_g11755 = appendResult42_g11756; + #else + float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11757 = finalUV146; + float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); + float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); + float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); + float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); + float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); + #else + float4 staticSwitch6_g11755 = staticSwitch2_g11755; + #endif + float4 temp_output_3_0_g11759 = staticSwitch6_g11755; + float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; + float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); + float2 temp_output_1_0_g11759 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch81_g11791 = appendResult91_g11791; + #endif + float3 break82_g11791 = (staticSwitch81_g11791).xyz; + float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); + float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); + float4 break2_g11792 = temp_output_1_0_g11791; + float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); + float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); + float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch43_g11759 = appendResult30_g11791; + #else + float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11789 = staticSwitch43_g11759; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch62_g11789 = temp_output_1_0_g11789; + #endif + float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); + float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.8333333 ) + ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.6666667 ) + ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11789 = ifLocalVar46_g11789; + float4 ifLocalVar47_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.3333333 ) + ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.1666667 ) + ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11789 = ifLocalVar47_g11789; + float4 ifLocalVar35_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.5 ) + ifLocalVar35_g11789 = ifLocalVar44_g11789; + else + ifLocalVar35_g11789 = ifLocalVar45_g11789; + float4 break55_g11789 = ifLocalVar35_g11789; + float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); + float4 break2_g11790 = temp_output_1_0_g11789; + float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); + float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); + float4 staticSwitch9_g11759 = appendResult30_g11789; + #else + float4 staticSwitch9_g11759 = staticSwitch43_g11759; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11763 = staticSwitch9_g11759; + float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; + float3 In115_g11763 = temp_output_2_0_g11763; + float3 From115_g11763 = (_ColorReplaceFromColor).rgb; + float4 break2_g11764 = temp_output_1_0_g11763; + float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11763 = _ColorReplaceSmoothness; + float Range115_g11763 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); + float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); + float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); + float4 staticSwitch29_g11759 = appendResult4_g11763; + #else + float4 staticSwitch29_g11759 = staticSwitch9_g11759; + #endif + float4 temp_output_1_0_g11776 = staticSwitch29_g11759; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; + float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); + float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); + float4 staticSwitch4_g11776 = appendResult8_g11776; + #else + float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + #endif + float4 temp_output_57_0_g11759 = staticSwitch4_g11776; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); + float4 staticSwitch32_g11759 = appendResult4_g11799; + #else + float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11774 = staticSwitch32_g11759; + float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); + float4 staticSwitch33_g11759 = appendResult6_g11774; + #else + float4 staticSwitch33_g11759 = staticSwitch32_g11759; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11775 = staticSwitch33_g11759; + float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); + float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); + float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); + float4 staticSwitch36_g11759 = appendResult8_g11775; + #else + float4 staticSwitch36_g11759 = staticSwitch33_g11759; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11793 = staticSwitch36_g11759; + float4 break2_g11794 = temp_output_1_0_g11793; + float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); + float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); + float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); + float4 staticSwitch30_g11759 = appendResult18_g11793; + #else + float4 staticSwitch30_g11759 = staticSwitch36_g11759; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11771 = staticSwitch30_g11759; + float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; + float4 break12_g11771 = temp_output_1_0_g11771; + float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); + float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); + float4 staticSwitch20_g11759 = appendResult11_g11771; + #else + float4 staticSwitch20_g11759 = staticSwitch30_g11759; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11785 = staticSwitch20_g11759; + float4 break2_g11787 = temp_output_1_0_g11785; + float2 temp_output_65_0_g11785 = shaderPosition235; + float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); + float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); + float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); + float4 staticSwitch17_g11759 = appendResult9_g11785; + #else + float4 staticSwitch17_g11759 = staticSwitch20_g11759; + #endif + float temp_output_39_0_g11759 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11777 = staticSwitch17_g11759; + float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); + float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); + float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch19_g11759 = appendResult6_g11777; + #else + float4 staticSwitch19_g11759 = staticSwitch17_g11759; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11781 = staticSwitch19_g11759; + float4 break2_g11783 = temp_output_1_0_g11781; + float2 uv_AddHueMask = IN.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); + #else + float staticSwitch33_g11781 = _AddHueFade; + #endif + float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); + float4 staticSwitch23_g11759 = appendResult6_g11781; + #else + float4 staticSwitch23_g11759 = staticSwitch19_g11759; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11778 = staticSwitch23_g11759; + float4 break2_g11779 = temp_output_1_0_g11778; + float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); + #else + float3 staticSwitch27_g11778 = temp_output_13_0_g11778; + #endif + float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); + float4 staticSwitch28_g11759 = appendResult21_g11778; + #else + float4 staticSwitch28_g11759 = staticSwitch23_g11759; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11766 = staticSwitch28_g11759; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; + float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); + float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch38_g11759 = appendResult8_g11766; + #else + float4 staticSwitch38_g11759 = staticSwitch28_g11759; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11768 = staticSwitch38_g11759; + float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; + float temp_output_179_0_g11768 = temp_output_39_0_g11759; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); + #else + float3 staticSwitch187_g11768 = temp_output_82_0_g11768; + #endif + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11768 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); + float2 appendResult10_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11769 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11769 = appendResult2_g11769; + #else + float2 staticSwitch9_g11769 = ( float2( 100,100 ) / appendResult10_g11769 ); + #endif + float2 temp_output_25_0_g11768 = staticSwitch9_g11769; + float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); + float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); + #else + float staticSwitch188_g11768 = temp_output_15_0_g11768.a; + #endif + float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); + float4 staticSwitch12_g11759 = appendResult177_g11768; + #else + float4 staticSwitch12_g11759 = staticSwitch38_g11759; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11796 = staticSwitch12_g11759; + float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; + float temp_output_186_0_g11796 = temp_output_39_0_g11759; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); + #else + float3 staticSwitch199_g11796 = temp_output_82_0_g11796; + #endif + float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11796 = 1.0; + #else + float staticSwitch203_g11796 = temp_output_182_0_g11796; + #endif + float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); + float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); + float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11796 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); + float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11798 = appendResult2_g11798; + #else + float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 ); + #endif + float2 temp_output_25_0_g11796 = staticSwitch9_g11798; + float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); + #else + float staticSwitch200_g11796 = lerpResult168_g11796; + #endif + float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); + float4 staticSwitch13_g11759 = appendResult174_g11796; + #else + float4 staticSwitch13_g11759 = staticSwitch12_g11759; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11773 = staticSwitch13_g11759; + float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); + #else + float3 staticSwitch199_g11773 = temp_output_82_0_g11773; + #endif + float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11773 = 1.0; + #else + float staticSwitch203_g11773 = temp_output_182_0_g11773; + #endif + float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); + float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); + float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); + float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); + #else + float staticSwitch200_g11773 = lerpResult168_g11773; + #endif + float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); + float4 staticSwitch48_g11759 = appendResult174_g11773; + #else + float4 staticSwitch48_g11759 = staticSwitch13_g11759; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11760 = staticSwitch48_g11759; + float4 break2_g11761 = temp_output_5_0_g11760; + float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); + float4 staticSwitch46_g11759 = appendResult12_g11760; + #else + float4 staticSwitch46_g11759 = staticSwitch48_g11759; + #endif + float4 temp_output_361_0 = staticSwitch46_g11759; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11801 = temp_output_361_0; + float4 break2_g11802 = temp_output_1_0_g11801; + float temp_output_44_0_g11801 = unity_OrthoParams.y; + float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); + float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11801; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11804 = staticSwitch56; + float4 break2_g11806 = temp_output_1_0_g11804; + float temp_output_34_0_g11804 = shaderTime237; + float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); + float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); + float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); + float4 staticSwitch57 = appendResult27_g11804; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11808 = staticSwitch57; + float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; + float2 temp_output_41_0_g11808 = shaderPosition235; + float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; + float temp_output_40_0_g11808 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); + #else + float2 staticSwitch101_g11838 = temp_output_99_0_g11838; + #endif + float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); + float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); + float4 break2_g11841 = temp_output_1_0_g11838; + float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); + float4 staticSwitch26_g11808 = appendResult7_g11838; + #else + float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11831 = staticSwitch26_g11808; + float temp_output_59_0_g11831 = temp_output_40_0_g11808; + float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float4 break2_g11833 = temp_output_1_0_g11831; + float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); + #else + float staticSwitch60_g11831 = _MetalFade; + #endif + float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); + float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); + float4 staticSwitch28_g11808 = appendResult8_g11831; + #else + float4 staticSwitch28_g11808 = staticSwitch26_g11808; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11823 = staticSwitch28_g11808; + float4 break2_g11824 = temp_output_1_0_g11823; + float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); + float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; + float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); + float temp_output_73_0_g11823 = temp_output_40_0_g11808; + float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); + float4 staticSwitch29_g11808 = appendResult26_g11823; + #else + float4 staticSwitch29_g11808 = staticSwitch28_g11808; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11817 = staticSwitch29_g11808; + float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; + float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); + float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; + float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); + float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); + float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); + float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); + float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch32_g11808 = appendResult43_g11817; + #else + float4 staticSwitch32_g11808 = staticSwitch29_g11808; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; + float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); + float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); + float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11813 = staticSwitch32_g11808; + float4 break2_g11815 = temp_output_1_0_g11813; + float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); + float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); + float4 staticSwitch34_g11808 = appendResult29_g11813; + #else + float4 staticSwitch34_g11808 = staticSwitch32_g11808; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11809 = staticSwitch34_g11808; + float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; + float4 break2_g11811 = temp_output_1_0_g11809; + float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; + float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); + #else + float staticSwitch98_g11809 = _ShineFade; + #endif + float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); + float4 staticSwitch36_g11808 = appendResult8_g11809; + #else + float4 staticSwitch36_g11808 = staticSwitch34_g11808; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11844 = temp_output_40_0_g11808; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11844 = staticSwitch36_g11808; + float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; + float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); + float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); + float4 staticSwitch39_g11808 = appendResult27_g11844; + #else + float4 staticSwitch39_g11808 = staticSwitch36_g11808; + #endif + float4 temp_output_10_0_g11848 = staticSwitch39_g11808; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; + float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; + float temp_output_1_0_g11848 = temp_output_40_0_g11808; + float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); + float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); + float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); + float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); + float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11848 = hsvTorgb53_g11848; + #else + float3 staticSwitch50_g11848 = lerpResult42_g11848; + #endif + float4 break2_g11850 = temp_output_10_0_g11848; + float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11848 = lerpResult44_g11848; + #else + float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); + #endif + float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); + float4 staticSwitch11_g11848 = appendResult19_g11848; + #else + float4 staticSwitch11_g11848 = temp_output_10_0_g11848; + #endif + float4 temp_output_1_0_g11853 = staticSwitch11_g11848; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11853 = temp_output_1_0_g11853; + float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11853 = hsvTorgb12_g11853; + #else + float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); + float4 staticSwitch33_g11853 = appendResult6_g11853; + #else + float4 staticSwitch33_g11853 = temp_output_1_0_g11853; + #endif + float4 temp_output_5_0_g11860 = staticSwitch33_g11853; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11860 = temp_output_5_0_g11860; + float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); + float temp_output_27_0_g11860 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); + #else + float2 staticSwitch73_g11860 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11861 = _TextureLayer1Columns; + int Height10_g11861 = _TextureLayer1Rows; + float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11861 = float2( 0,1 ); + float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; + #else + float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + #endif + float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); + float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); + float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); + float4 break2_g11862 = temp_output_5_0_g11860; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); + #else + float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + #endif + float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); + float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); + float4 staticSwitch15_g11860 = appendResult14_g11860; + #else + float4 staticSwitch15_g11860 = temp_output_5_0_g11860; + #endif + float4 temp_output_5_0_g11856 = staticSwitch15_g11860; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11856 = temp_output_5_0_g11856; + float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); + float temp_output_27_0_g11856 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); + #else + float2 staticSwitch73_g11856 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11857 = _TextureLayer2Columns; + int Height10_g11857 = _TextureLayer2Rows; + float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11857 = float2( 0,1 ); + float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; + #else + float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + #endif + float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); + float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); + float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); + float4 break2_g11858 = temp_output_5_0_g11856; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); + #else + float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + #endif + float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); + float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); + float4 staticSwitch15_g11856 = appendResult14_g11856; + #else + float4 staticSwitch15_g11856 = temp_output_5_0_g11856; + #endif + float4 temp_output_473_0 = staticSwitch15_g11856; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11864 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11864; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11865 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); + float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11865; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11866 = staticSwitch75; + float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11866 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); + float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); + float4 staticSwitch3_g11866 = appendResult3_g11867; + #else + float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; + float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); + float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11875 = staticSwitch3_g11866; + float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); + float4 staticSwitch5_g11866 = appendResult3_g11875; + #else + float4 staticSwitch5_g11866 = staticSwitch3_g11866; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11877 = staticSwitch5_g11866; + float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; + float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); + float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); + float4 staticSwitch8_g11866 = appendResult3_g11877; + #else + float4 staticSwitch8_g11866 = staticSwitch5_g11866; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; + float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); + float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11873 = staticSwitch8_g11866; + float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); + float4 staticSwitch9_g11866 = appendResult3_g11873; + #else + float4 staticSwitch9_g11866 = staticSwitch8_g11866; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11869 = staticSwitch9_g11866; + float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; + float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11869 = rotatedValue136_g11869; + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); + float4 staticSwitch11_g11866 = appendResult3_g11869; + #else + float4 staticSwitch11_g11866 = staticSwitch9_g11866; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; + float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11871 = rotatedValue136_g11871; + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); + float4 temp_output_1_0_g11871 = staticSwitch11_g11866; + float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); + float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); + float4 staticSwitch15_g11866 = appendResult3_g11871; + #else + float4 staticSwitch15_g11866 = staticSwitch11_g11866; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11879 = staticSwitch15_g11866; + float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; + float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); + float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); + float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); + float4 staticSwitch13_g11866 = appendResult3_g11879; + #else + float4 staticSwitch13_g11866 = staticSwitch15_g11866; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); + #else + float3 staticSwitch16_g11882 = temp_output_3_0_g11882; + #endif + float4 temp_output_1_0_g11882 = staticSwitch13_g11866; + float4 break2_g11884 = temp_output_1_0_g11882; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11882 = staticSwitch16_g11882; + #endif + float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); + float4 staticSwitch5_g11881 = appendResult6_g11882; + #else + float4 staticSwitch5_g11881 = staticSwitch13_g11866; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11885 = staticSwitch5_g11881; + float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); + float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); + float4 staticSwitch11_g11881 = appendResult13_g11885; + #else + float4 staticSwitch11_g11881 = staticSwitch5_g11881; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11886 = staticSwitch11_g11881; + float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); + #else + float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + #endif + float4 break2_g11888 = temp_output_1_0_g11886; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); + #else + float3 staticSwitch22_g11886 = staticSwitch21_g11886; + #endif + float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); + float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); + float4 staticSwitch7_g11881 = appendResult9_g11886; + #else + float4 staticSwitch7_g11881 = staticSwitch11_g11881; + #endif + float4 temp_output_2_0_g11889 = staticSwitch7_g11881; + #ifdef _ENABLESHADOW_ON + float4 break4_g11891 = temp_output_2_0_g11889; + float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); + float2 appendResult10_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11890 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11890 = appendResult2_g11890; + #else + float2 staticSwitch9_g11890 = ( float2( 100,100 ) / appendResult10_g11890 ); + #endif + float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11890 * _ShadowOffset ) ) ).a ))); + float4 break6_g11891 = appendResult85_g11889; + float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); + float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); + float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); + float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); + float4 staticSwitch82_g11889 = appendResult18_g11891; + #else + float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + #endif + float4 break4_g11892 = staticSwitch82_g11889; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11750 = 1.0; + #else + float staticSwitch8_g11750 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11750 = 1.0; + #else + float staticSwitch9_g11750 = staticSwitch8_g11750; + #endif + float customVertexAlpha193 = staticSwitch9_g11750; + float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11892; + float4 temp_output_1_0_g11893 = temp_output_344_0; + float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11893; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11900 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); + float4 staticSwitch6_g11900 = appendResult2_g11900; + #else + float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #endif + float4 temp_output_340_0 = staticSwitch6_g11900; + + + o.Normal = half3( 0, 0, 1 ); + + o.Alpha = temp_output_340_0.a; + half AlphaClipThreshold = 0.0; + half AlphaClipThresholdShadow = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif + + #ifdef _ALPHATEST_SHADOW_ON + if (unity_LightShadowBias.z != 0.0) + clip(o.Alpha - AlphaClipThresholdShadow); + #ifdef _ALPHATEST_ON + else + clip(o.Alpha - AlphaClipThreshold); + #endif + #else + #ifdef _ALPHATEST_ON + clip(o.Alpha - AlphaClipThreshold); + #endif + #endif + + #ifdef UNITY_STANDARD_USE_DITHER_MASK + half alphaRef = tex3D(_DitherMaskLOD, float3(IN.pos.xy*0.25,o.Alpha*0.9375)).a; + clip(alphaRef - 0.01); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + SHADOW_CASTER_FRAGMENT(IN) + } ENDCG } @@ -12974,2939 +16229,456 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU" Pass { - Name "ShadowCaster" - Tags { "LightMode"="ShadowCaster" } + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + ZWrite On - ZTest LEqual - AlphaToMask Off CGPROGRAM - #define _ALPHABLEND_ON 1 - #define UNITY_STANDARD_USE_DITHER_MASK 1 - #define ASE_NEEDS_FRAG_SHADOWCOORDS - #pragma multi_compile_instancing - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_ON 1 - #define ASE_VERSION 19801 + #define ASE_GEOMETRY + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma multi_compile_instancing + #define ASE_FOG + #define ASE_VERSION 19905 - #pragma vertex vert - #pragma fragment frag - #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 - #pragma multi_compile_shadowcaster - #ifndef UNITY_PASS_SHADOWCASTER - #define UNITY_PASS_SHADOWCASTER - #endif - #include "HLSLSupport.cginc" - #ifndef UNITY_INSTANCED_LOD_FADE - #define UNITY_INSTANCED_LOD_FADE - #endif - #ifndef UNITY_INSTANCED_SH - #define UNITY_INSTANCED_SH - #endif - #ifndef UNITY_INSTANCED_LIGHTMAPSTS - #define UNITY_INSTANCED_LIGHTMAPSTS - #endif - #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) - #define CAN_SKIP_VPOS - #endif - #include "UnityShaderVariables.cginc" - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "UnityPBSLighting.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - struct appdata { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f { - V2F_SHADOW_CASTER; - float4 ase_texcoord2 : TEXCOORD2; - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; - float4 ase_texcoord5 : TEXCOORD5; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - #ifdef UNITY_STANDARD_USE_DITHER_MASK - sampler3D _DitherMaskLOD; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishStretch; - #endif - #ifdef _ENABLESCREENTILING_ON - uniform float2 _ScreenTilingScale; - uniform float2 _ScreenTilingOffset; - uniform float _ScreenTilingPixelsPerUnit; - #endif - uniform sampler2D _MainTex; - float4 _MainTex_TexelSize; - #ifdef _ENABLEWORLDTILING_ON - uniform float2 _WorldTilingScale; - uniform float2 _WorldTilingOffset; - uniform float _WorldTilingPixelsPerUnit; - #endif - #ifdef _SPRITESHEETFIX_ON - uniform float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishFade; - uniform float _SquishFlip; - uniform float _SquishSquish; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - uniform float _TimeValue; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - uniform float UnscaledTime; - #endif - #ifdef _TOGGLETIMESPEED_ON - uniform float _TimeSpeed; - #endif - #ifdef _TOGGLETIMEFPS_ON - uniform float _TimeFPS; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - uniform float _TimeFrequency; - uniform float _TimeRange; - #endif - #ifdef _ENABLESINEMOVE_ON - uniform float2 _SineMoveFrequency; - uniform float2 _SineMoveOffset; - uniform float _SineMoveFade; - #endif - #ifdef _ENABLEVIBRATE_ON - uniform float _VibrateFrequency; - uniform float _VibrateOffset; - uniform float _VibrateFade; - uniform float _VibrateRotation; - #endif - #ifdef _ENABLESINESCALE_ON - uniform float _SineScaleFrequency; - uniform float2 _SineScaleFactor; - #endif - uniform float _FadingFade; - #ifdef _SHADERFADING_MASK - uniform sampler2D _FadingMask; - uniform float4 _FadingMask_ST; - #endif - uniform float _FadingWidth; - uniform sampler2D _UberNoiseTexture; - uniform float _PixelsPerUnit; - #ifdef _SHADERSPACE_UI_GRAPHIC - uniform float _RectWidth; - uniform float _RectHeight; - #endif - uniform float _ScreenWidthUnits; - uniform float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - uniform float2 _FadingPosition; - uniform float _FadingNoiseFactor; - #endif - #ifdef _ENABLEWIND_ON - uniform float _WindRotationWindFactor; - uniform float WindMinIntensity; - uniform float _WindMinIntensity; - uniform float WindMaxIntensity; - uniform float _WindMaxIntensity; - uniform float _WindXPosition; - uniform float WindNoiseScale; - uniform float _WindNoiseScale; - uniform float WindTime; - uniform float _WindNoiseSpeed; - uniform float _WindRotation; - uniform float _WindMaxRotation; - uniform float _WindFlip; - uniform float _WindSquishFactor; - uniform float _WindSquishWindFactor; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - uniform float _FullDistortionFade; - uniform float2 _FullDistortionNoiseScale; - uniform float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - uniform float2 _DirectionalDistortionDistortionScale; - uniform float _DirectionalDistortionRandomDirection; - uniform float2 _DirectionalDistortionDistortion; - uniform float _DirectionalDistortionInvert; - uniform float _DirectionalDistortionRotation; - uniform float _DirectionalDistortionFade; - uniform float2 _DirectionalDistortionNoiseScale; - uniform float _DirectionalDistortionNoiseFactor; - uniform float _DirectionalDistortionWidth; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float _HologramDistortionSpeed; - uniform float _HologramDistortionDensity; - uniform float _HologramDistortionScale; - uniform float _HologramDistortionOffset; - uniform float _HologramFade; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float2 _GlitchDistortionSpeed; - uniform float2 _GlitchDistortionScale; - uniform float2 _GlitchDistortion; - uniform float2 _GlitchMaskSpeed; - uniform float2 _GlitchMaskScale; - uniform float _GlitchMaskMin; - uniform float _GlitchFade; - #endif - #ifdef _ENABLEUVDISTORT_ON - uniform float2 _UVDistortFrom; - uniform float2 _UVDistortTo; - uniform float2 _UVDistortSpeed; - uniform float2 _UVDistortNoiseScale; - uniform float _UVDistortFade; - uniform sampler2D _UVDistortMask; - uniform float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESQUEEZE_ON - uniform float2 _SqueezeCenter; - uniform float _SqueezePower; - uniform float2 _SqueezeScale; - uniform float _SqueezeFade; - #endif - #ifdef _ENABLESINEROTATE_ON - uniform float _SineRotateFrequency; - uniform float _SineRotateAngle; - uniform float _SineRotateFade; - uniform float2 _SineRotatePivot; - #endif - #ifdef _ENABLEUVROTATE_ON - uniform float _UVRotateSpeed; - uniform float2 _UVRotatePivot; - #endif - #ifdef _ENABLEUVSCROLL_ON - uniform float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEPIXELATE_ON - uniform float _PixelatePixelDensity; - uniform float _PixelatePixelsPerUnit; - uniform float _PixelateFade; - #endif - #ifdef _ENABLEUVSCALE_ON - uniform float2 _UVScalePivot; - uniform float2 _UVScaleScale; - #endif - #ifdef _ENABLEWIGGLE_ON - uniform float _WiggleFrequency; - uniform float _WiggleSpeed; - uniform float _WiggleOffset; - uniform float _WiggleFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - uniform float _GaussianBlurOffset; - uniform float _GaussianBlurFade; - #endif - #ifdef _ENABLESHARPEN_ON - uniform float _SharpenOffset; - uniform float _SharpenFactor; - uniform float _SharpenFade; - #endif - #ifdef _ENABLESMOKE_ON - uniform float _SmokeVertexSeed; - uniform float _SmokeNoiseScale; - uniform float _SmokeNoiseFactor; - uniform float _SmokeSmoothness; - uniform float _SmokeDarkEdge; - uniform float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - uniform sampler2D _CustomFadeFadeMask; - uniform float2 _CustomFadeNoiseScale; - uniform float _CustomFadeNoiseFactor; - uniform float _CustomFadeSmoothness; - uniform float _CustomFadeAlpha; - #endif - #ifdef _ENABLECHECKERBOARD_ON - uniform float _CheckerboardDarken; - uniform float _CheckerboardTiling; - #endif - #ifdef _ENABLEFLAME_ON - uniform float2 _FlameSpeed; - uniform float2 _FlameNoiseScale; - uniform float _FlameNoiseHeightFactor; - uniform float _FlameNoiseFactor; - uniform float _FlameRadius; - uniform float _FlameSmooth; - uniform float _FlameBrightness; - #endif - #ifdef _ENABLERECOLORRGB_ON - uniform float4 _RecolorRGBRedTint; - uniform sampler2D _RecolorRGBTexture; - uniform float4 _RecolorRGBGreenTint; - uniform float4 _RecolorRGBBlueTint; - uniform float _RecolorRGBFade; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - uniform sampler2D _RecolorRGBYCPTexture; - uniform float4 _RecolorRGBYCPPurpleTint; - uniform float4 _RecolorRGBYCPBlueTint; - uniform float4 _RecolorRGBYCPCyanTint; - uniform float4 _RecolorRGBYCPGreenTint; - uniform float4 _RecolorRGBYCPYellowTint; - uniform float4 _RecolorRGBYCPRedTint; - uniform float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLECOLORREPLACE_ON - uniform float4 _ColorReplaceFromColor; - uniform float _ColorReplaceContrast; - uniform float4 _ColorReplaceToColor; - uniform float _ColorReplaceSmoothness; - uniform float _ColorReplaceRange; - uniform float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - uniform float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - uniform float _Contrast; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - uniform float _Brightness; - #endif - #ifdef _ENABLEHUE_ON - uniform float _Hue; - #endif - #ifdef _ENABLESPLITTONING_ON - uniform float4 _SplitToningShadowsColor; - uniform float4 _SplitToningHighlightsColor; - uniform float _SplitToningShift; - uniform float _SplitToningBalance; - uniform float _SplitToningContrast; - uniform float _SplitToningFade; - #endif - #ifdef _ENABLEBLACKTINT_ON - uniform float4 _BlackTintColor; - uniform float _BlackTintPower; - uniform float _BlackTintFade; - #endif - #ifdef _ENABLEINKSPREAD_ON - uniform float4 _InkSpreadColor; - uniform float _InkSpreadContrast; - uniform float _InkSpreadFade; - uniform float _InkSpreadDistance; - uniform float2 _InkSpreadPosition; - uniform float2 _InkSpreadNoiseScale; - uniform float _InkSpreadNoiseFactor; - uniform float _InkSpreadWidth; - #endif - #ifdef _ENABLESHIFTHUE_ON - uniform float _ShiftHueSpeed; - #endif - #ifdef _ENABLEADDHUE_ON - uniform float _AddHueSpeed; - uniform float _AddHueSaturation; - uniform float _AddHueBrightness; - uniform float _AddHueContrast; - uniform float _AddHueFade; - uniform sampler2D _AddHueMask; - uniform float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - uniform float _SineGlowContrast; - uniform float4 _SineGlowColor; - uniform sampler2D _SineGlowMask; - uniform float4 _SineGlowMask_ST; - uniform float _SineGlowFade; - uniform float _SineGlowFrequency; - uniform float _SineGlowMax; - uniform float _SineGlowMin; - #endif - #ifdef _ENABLESATURATION_ON - uniform float _Saturation; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - uniform float4 _InnerOutlineColor; - uniform sampler2D _InnerOutlineTintTexture; - uniform float2 _InnerOutlineTextureSpeed; - uniform float _InnerOutlineFade; - uniform float2 _InnerOutlineNoiseSpeed; - uniform float2 _InnerOutlineNoiseScale; - uniform float2 _InnerOutlineDistortionIntensity; - uniform float _InnerOutlineWidth; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - uniform float4 _OuterOutlineColor; - uniform sampler2D _OuterOutlineTintTexture; - uniform float2 _OuterOutlineTextureSpeed; - uniform float _OuterOutlineFade; - uniform float2 _OuterOutlineNoiseSpeed; - uniform float2 _OuterOutlineNoiseScale; - uniform float2 _OuterOutlineDistortionIntensity; - uniform float _OuterOutlineWidth; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - uniform float4 _PixelOutlineColor; - uniform sampler2D _PixelOutlineTintTexture; - uniform float2 _PixelOutlineTextureSpeed; - uniform float _PixelOutlineFade; - uniform float _PixelOutlineAlphaLimit; - uniform float _PixelOutlineWidth; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - uniform float4 _PingPongGlowFrom; - uniform float4 _PingPongGlowTo; - uniform float _PingPongGlowFrequency; - uniform float _PingPongGlowFade; - uniform float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float4 _HologramTint; - uniform float _HologramContrast; - uniform float _HologramLineSpeed; - uniform float _HologramLineFrequency; - uniform float _HologramLineGap; - uniform float _HologramMinAlpha; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float _GlitchBrightness; - uniform float2 _GlitchNoiseSpeed; - uniform float2 _GlitchNoiseScale; - uniform float _GlitchHueSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - uniform float4 _CamouflageBaseColor; - uniform float4 _CamouflageColorA; - uniform float _CamouflageDensityA; - uniform float2 _CamouflageDistortionSpeed; - uniform float2 _CamouflageDistortionScale; - uniform float2 _CamouflageDistortionIntensity; - uniform float2 _CamouflageNoiseScaleA; - uniform float _CamouflageSmoothnessA; - uniform float4 _CamouflageColorB; - uniform float _CamouflageDensityB; - uniform float2 _CamouflageNoiseScaleB; - uniform float _CamouflageSmoothnessB; - uniform float _CamouflageContrast; - uniform float _CamouflageFade; - #endif - #ifdef _ENABLEMETAL_ON - uniform float _MetalHighlightDensity; - uniform float2 _MetalNoiseDistortionSpeed; - uniform float2 _MetalNoiseDistortionScale; - uniform float2 _MetalNoiseDistortion; - uniform float2 _MetalNoiseSpeed; - uniform float2 _MetalNoiseScale; - uniform float4 _MetalHighlightColor; - uniform float _MetalHighlightContrast; - uniform float _MetalContrast; - uniform float4 _MetalColor; - uniform float _MetalFade; - uniform sampler2D _MetalMask; - uniform float4 _MetalMask_ST; - #endif - #ifdef _ENABLEFROZEN_ON - uniform float _FrozenContrast; - uniform float4 _FrozenTint; - uniform float _FrozenSnowContrast; - uniform float4 _FrozenSnowColor; - uniform float _FrozenSnowDensity; - uniform float2 _FrozenSnowScale; - uniform float _FrozenHighlightDensity; - uniform float2 _FrozenHighlightDistortionSpeed; - uniform float2 _FrozenHighlightDistortionScale; - uniform float2 _FrozenHighlightDistortion; - uniform float2 _FrozenHighlightSpeed; - uniform float2 _FrozenHighlightScale; - uniform float4 _FrozenHighlightColor; - uniform float _FrozenHighlightContrast; - uniform float _FrozenFade; - #endif - #ifdef _ENABLEBURN_ON - uniform float _BurnInsideContrast; - uniform float4 _BurnInsideNoiseColor; - uniform float _BurnInsideNoiseFactor; - uniform float2 _BurnSwirlNoiseScale; - uniform float _BurnSwirlFactor; - uniform float2 _BurnInsideNoiseScale; - uniform float4 _BurnInsideColor; - uniform float _BurnRadius; - uniform float2 _BurnPosition; - uniform float2 _BurnEdgeNoiseScale; - uniform float _BurnEdgeNoiseFactor; - uniform float _BurnWidth; - uniform float4 _BurnEdgeColor; - uniform float _BurnFade; - #endif - #ifdef _ENABLERAINBOW_ON - uniform float2 _RainbowCenter; - uniform float2 _RainbowNoiseScale; - uniform float _RainbowNoiseFactor; - uniform float _RainbowDensity; - uniform float _RainbowSpeed; - uniform float _RainbowSaturation; - uniform float _RainbowBrightness; - uniform float _RainbowContrast; - uniform float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - uniform float _ShineSaturation; - uniform float _ShineContrast; - uniform float4 _ShineColor; - uniform float _ShineRotation; - uniform float _ShineFrequency; - uniform float _ShineSpeed; - uniform float _ShineWidth; - uniform float _ShineSmooth; - uniform float _ShineFade; - uniform sampler2D _ShineMask; - uniform float4 _ShineMask_ST; - #endif - #ifdef _ENABLEPOISON_ON - uniform float2 _PoisonNoiseSpeed; - uniform float2 _PoisonNoiseScale; - uniform float _PoisonShiftSpeed; - uniform float _PoisonDensity; - uniform float4 _PoisonColor; - uniform float _PoisonFade; - uniform float _PoisonNoiseBrightness; - uniform float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - uniform float4 _EnchantedLowColor; - uniform float4 _EnchantedHighColor; - uniform float2 _EnchantedSpeed; - uniform float2 _EnchantedScale; - uniform float _EnchantedRainbowDensity; - uniform float _EnchantedRainbowSpeed; - uniform float _EnchantedRainbowSaturation; - uniform float _EnchantedContrast; - uniform float _EnchantedBrightness; - uniform float _EnchantedReduce; - uniform float _EnchantedFade; - #endif - #ifdef _ENABLESHIFTING_ON - uniform float4 _ShiftingColorA; - uniform float4 _ShiftingColorB; - uniform float _ShiftingSpeed; - uniform float _ShiftingDensity; - uniform float _ShiftingBrightness; - uniform float _ShiftingSaturation; - uniform float _ShiftingContrast; - uniform float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - uniform sampler2D _TextureLayer1Texture; - uniform float2 _TextureLayer1Scale; - uniform float2 _TextureLayer1Offset; - uniform float2 _TextureLayer1ScrollSpeed; - uniform float _TextureLayer1EdgeClip; - #endif - uniform int _TextureLayer1Columns; - uniform int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float _TextureLayer1Speed; - #endif - uniform int _TextureLayer1StartFrame; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float4 _TextureLayer1Color; - uniform float _TextureLayer1Contrast; - uniform float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - uniform sampler2D _TextureLayer2Texture; - uniform float2 _TextureLayer2Scale; - uniform float2 _TextureLayer2Offset; - uniform float2 _TextureLayer2ScrollSpeed; - uniform float _TextureLayer2EdgeClip; - #endif - uniform int _TextureLayer2Columns; - uniform int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float _TextureLayer2Speed; - #endif - uniform int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float4 _TextureLayer2Color; - uniform float _TextureLayer2Contrast; - uniform float _TextureLayer2Fade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - uniform float _FullAlphaDissolveFade; - uniform float _FullAlphaDissolveWidth; - uniform float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - uniform float4 _FullGlowDissolveEdgeColor; - uniform float2 _FullGlowDissolveNoiseScale; - uniform float _FullGlowDissolveFade; - uniform float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - uniform float _SourceAlphaDissolveInvert; - uniform float _SourceAlphaDissolveFade; - uniform float2 _SourceAlphaDissolvePosition; - uniform float2 _SourceAlphaDissolveNoiseScale; - uniform float _SourceAlphaDissolveNoiseFactor; - uniform float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - uniform float2 _SourceGlowDissolvePosition; - uniform float2 _SourceGlowDissolveNoiseScale; - uniform float _SourceGlowDissolveNoiseFactor; - uniform float _SourceGlowDissolveFade; - uniform float _SourceGlowDissolveWidth; - uniform float4 _SourceGlowDissolveEdgeColor; - uniform float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - uniform float _DirectionalAlphaFadeInvert; - uniform float _DirectionalAlphaFadeRotation; - uniform float _DirectionalAlphaFadeFade; - uniform float2 _DirectionalAlphaFadeNoiseScale; - uniform float _DirectionalAlphaFadeNoiseFactor; - uniform float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - uniform float4 _DirectionalGlowFadeEdgeColor; - uniform float _DirectionalGlowFadeInvert; - uniform float _DirectionalGlowFadeRotation; - uniform float _DirectionalGlowFadeFade; - uniform float2 _DirectionalGlowFadeNoiseScale; - uniform float _DirectionalGlowFadeNoiseFactor; - uniform float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEHALFTONE_ON - uniform float _HalftoneInvert; - uniform float _HalftoneTiling; - uniform float _HalftoneFade; - uniform float2 _HalftonePosition; - uniform float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEADDCOLOR_ON - uniform float4 _AddColorColor; - uniform sampler2D _AddColorMask; - uniform float4 _AddColorMask_ST; - uniform float _AddColorContrast; - uniform float _AddColorFade; - #endif - #ifdef _ENABLEALPHATINT_ON - uniform float4 _AlphaTintColor; - uniform float _AlphaTintMinAlpha; - uniform float _AlphaTintFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - uniform float4 _StrongTintTint; - uniform sampler2D _StrongTintMask; - uniform float4 _StrongTintMask_ST; - uniform float _StrongTintContrast; - uniform float _StrongTintFade; - #endif - #ifdef _ENABLESHADOW_ON - uniform float4 _ShadowColor; - uniform float _ShadowFade; - uniform float2 _ShadowOffset; - #endif - - - float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) - { - original -= center; - float C = cos( angle ); - float S = sin( angle ); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); - return mul( finalMatrix, original ) + center; - } - - float MyCustomExpression16_g11712( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11710( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11668( float x ) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x/2.0)-0.5); - - float k = 0.5+0.5*sin(i); - return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); - } - - float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } - float snoise( float2 v ) - { - const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); - float2 i = floor( v + dot( v, C.yy ) ); - float2 x0 = v - i + dot( i, C.xx ); - float2 i1; - i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289( i ); - float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); - float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); - m = m * m; - m = m * m; - float3 x = 2.0 * frac( p * C.www ) - 1.0; - float3 h = abs( x ) - 0.5; - float3 ox = floor( x + 0.5 ); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot( m, g ); - } - - float MyCustomExpression16_g11670( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11671( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11673( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11680( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11715( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0,1.0) / size; - uvs -= pixel * float2(0.5,0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11752( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11754( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11758( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); - float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); - float d = q.x - min( q.w, q.y ); - float e = 1.0e-10; - return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB( float3 c ) - { - float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); - float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); - return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); - } - - float MyCustomExpression16_g11786( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11770( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11797( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11805( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11843( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11840( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11825( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11827( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11820( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11818( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11814( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11851( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11849( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11868( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11876( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11878( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11874( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11870( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11872( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - v2f VertexFunction (appdata v ) { - UNITY_SETUP_INSTANCE_ID(v); - v2f o; - UNITY_INITIALIZE_OUTPUT(v2f,o); - UNITY_TRANSFER_INSTANCE_ID(v,o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - float2 _ZeroVector = float2(0,0); - float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); - float4 screenPos = ComputeScreenPos( ase_positionCS ); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11664 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11664 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11664 = spriteRectMax377; - float2 break9_g11664 = float2( 0,0 ); - float2 break8_g11664 = float2( 1,1 ); - float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); - float2 staticSwitch366 = appendResult15_g11664; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11895 = fixedUV475; - float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11896 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11665 = _TimeValue; - #else - float staticSwitch44_g11665 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11665 = UnscaledTime; - #else - float staticSwitch34_g11665 = staticSwitch44_g11665; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); - #else - float staticSwitch37_g11665 = staticSwitch34_g11665; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11665 = staticSwitch37_g11665; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11665 = staticSwitch38_g11665; - #endif - float shaderTime237 = staticSwitch42_g11665; - float temp_output_8_0_g11896 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); - #else - float2 staticSwitch4_g11896 = temp_output_2_0_g11896; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11897 = temp_output_8_0_g11896; - float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); - float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); - #else - float2 staticSwitch6_g11896 = staticSwitch4_g11896; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); - #else - float2 staticSwitch10_g11896 = staticSwitch6_g11896; - #endif - float2 temp_output_424_0 = staticSwitch10_g11896; -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); - #endif - float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); - float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11666 = staticSwitch437; - float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); - float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11666 = temp_output_61_0_g11666; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11666 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11666; - float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); - float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11709 = shaderPosition235; - float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11711; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11709; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord3 = screenPos; - o.ase_texcoord4.xyz = ase_positionWS; - - o.ase_texcoord2.xy = v.ase_texcoord.xy; - o.ase_texcoord5 = v.vertex; - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord2.zw = 0; - o.ase_texcoord4.w = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.vertex.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3( staticSwitch142 , 0.0 ); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.vertex.xyz = vertexValue; - #else - v.vertex.xyz += vertexValue; - #endif - v.vertex.w = 1; - v.normal = v.normal; - v.tangent = v.tangent; - - TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) - return o; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 vertex : INTERNALTESSPOS; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert ( appdata v ) - { - VertexControl o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - o.vertex = v.vertex; - o.tangent = v.tangent; - o.normal = v.normal; - o.texcoord1 = v.texcoord1; - o.texcoord2 = v.texcoord2; - o.ase_texcoord = v.ase_texcoord; - o.ase_color = v.ase_color; - return o; - } - - TessellationFactors TessellationFunction (InputPatch v) - { - TessellationFactors o; - float4 tf = 1; - float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf = FixedTess( tessValue ); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); - #elif defined(ASE_LENGTH_TESSELLATION) - tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); - #endif - o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; - return o; - } - - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) - { - appdata o = (appdata) 0; - o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; - o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; - o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; - o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; - o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; - o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i < 3; ++i) - pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); - float phongStrength = _TessPhongStrength; - o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID(patch[0], o); - return VertexFunction(o); - } - #else - v2f vert ( appdata v ) - { - return VertexFunction( v ); - } - #endif - - fixed4 frag (v2f IN - #ifdef _DEPTHOFFSET_ON - , out float outputDepth : SV_Depth - #endif - #if !defined( CAN_SKIP_VPOS ) - , UNITY_VPOS_TYPE vpos : VPOS - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); - - #ifdef LOD_FADE_CROSSFADE - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - #endif - - #if defined(_SPECULAR_SETUP) - SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; - #else - SurfaceOutputStandard o = (SurfaceOutputStandard)0; - #endif - - float2 texCoord363 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); - float4 screenPos = IN.ase_texcoord3; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = IN.ase_texcoord4.xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11664 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11664 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11664 = spriteRectMax377; - float2 break9_g11664 = float2( 0,0 ); - float2 break8_g11664 = float2( 1,1 ); - float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); - float2 staticSwitch366 = appendResult15_g11664; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11667 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11668 = _WindMinIntensity; - #else - float staticSwitch117_g11668 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11668 = _WindMaxIntensity; - #else - float staticSwitch118_g11668 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11668 = _WindXPosition; - #else - float staticSwitch111_g11668 = transform62_g11668.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11668 = _WindNoiseScale; - #else - float staticSwitch113_g11668 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11665 = _TimeValue; - #else - float staticSwitch44_g11665 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11665 = UnscaledTime; - #else - float staticSwitch34_g11665 = staticSwitch44_g11665; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); - #else - float staticSwitch37_g11665 = staticSwitch34_g11665; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11665 = staticSwitch37_g11665; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11665 = staticSwitch38_g11665; - #endif - float shaderTime237 = staticSwitch42_g11665; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); - #else - float staticSwitch125_g11668 = WindTime; - #endif - float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); - float x101_g11668 = temp_output_50_0_g11668; - float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); - float2 temp_cast_0 = (temp_output_50_0_g11668).xx; - float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); - simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11668 = simplePerlin2D121_g11668; - #else - float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); - #endif - float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); - float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); - float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; - float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); - float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); - float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); - float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); - float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; - #else - float2 staticSwitch4_g11667 = temp_output_3_0_g11667; - #endif - float2 texCoord435 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11666 = staticSwitch437; - float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); - float2 texCoord23_g11666 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11666 = temp_output_61_0_g11666; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11666 = (IN.ase_texcoord5.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11666 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11666 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11666; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11669 = shaderPosition235; - float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); - float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); - float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); - float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); - #else - float2 staticSwitch83 = staticSwitch4_g11667; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11672 = shaderPosition235; - float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); - float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); - float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11672 = rotatedValue136_g11672; - float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); - float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); - float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11677 = unity_OrthoParams.y; - float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11677 ); - float2 temp_cast_4 = (temp_output_8_0_g11677).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); - float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11677).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); - float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11675 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11675; - float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); - float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); - float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11716 = staticSwitch62; - float2 temp_output_26_0_g11716 = shaderPosition235; - float temp_output_25_0_g11716 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); - float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); - float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); - #else - float staticSwitch29_g11723 = _UVDistortFade; - #endif - float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) ); - #else - float2 staticSwitch5_g11716 = temp_output_1_0_g11716; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11722 = staticSwitch5_g11716; - float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); - #else - float2 staticSwitch7_g11716 = staticSwitch5_g11716; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; - #else - float2 staticSwitch9_g11716 = staticSwitch7_g11716; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); - float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; - #else - float2 staticSwitch16_g11716 = staticSwitch9_g11716; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); - #else - float2 staticSwitch14_g11716 = staticSwitch16_g11716; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11716 = clampResult46_g11718; - #else - float2 staticSwitch4_g11716 = staticSwitch14_g11716; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); - #else - float2 staticSwitch24_g11716 = staticSwitch4_g11716; - #endif - float2 temp_output_1_0_g11727 = staticSwitch24_g11716; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); - #else - float staticSwitch18_g11727 = temp_output_7_0_g11727; - #endif - float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); - float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); - #else - float2 staticSwitch13_g11727 = temp_output_1_0_g11727; - #endif - float2 temp_output_484_0 = staticSwitch13_g11727; - float2 texCoord131 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); - #endif - float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); - float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); - float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11709 = shaderPosition235; - float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11711; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11709; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11728 = staticSwitch485; - float2 break11_g11728 = float2( 0,0 ); - float2 break10_g11728 = float2( 1,1 ); - float2 break9_g11728 = spriteRectMin376; - float2 break8_g11728 = spriteRectMax377; - float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y)))); - float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11730 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11731 = _MainTex; - float4 textureTexelSize3_g11731 = _MainTex_TexelSize; - float2 uvs3_g11731 = temp_output_1_0_g11730; - float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); - float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; - #else - float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); - float temp_output_2_0_g11742 = temp_output_10_0_g11732; - float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); - float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); - float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; - float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); - float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; - float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); - float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); - float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; - float temp_output_2_0_g11733 = temp_output_10_0_g11732; - float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); - float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); - float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); - float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; - float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); - float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); - float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; - float temp_output_2_0_g11739 = temp_output_10_0_g11732; - float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); - float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); - float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); - float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; - float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); - float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); - float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; - float temp_output_2_0_g11736 = temp_output_10_0_g11732; - float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); - float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); - float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); - float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; - float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); - float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); - float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; - float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); - #else - float4 staticSwitch3_g11730 = staticSwitch8_g11730; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; - float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); - float temp_output_2_0_g11746 = _SharpenOffset; - float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); - float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; - float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; - float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); - float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); - float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; - float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); - float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); - float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); - float4 staticSwitch12_g11730 = appendResult24_g11745; - #else - float4 staticSwitch12_g11730 = staticSwitch3_g11730; - #endif - float4 temp_output_471_0 = staticSwitch12_g11730; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11749 = temp_output_471_0; - float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); - float4 staticSwitch354 = appendResult8_g11749; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11750 = originalColor191; - float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float2 temp_output_7_0_g11750 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); - float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); - float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); - float4 staticSwitch2_g11750 = appendResult31_g11751; - #else - float4 staticSwitch2_g11750 = temp_output_1_0_g11750; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11753 = staticSwitch2_g11750; - float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; - float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); - float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); - float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11750 = appendResult13_g11753; - #else - float4 staticSwitch3_g11750 = staticSwitch2_g11750; - #endif - float4 temp_output_1_0_g11755 = staticSwitch3_g11750; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; - float2 appendResult4_g11756 = (float2(ase_positionWS.x , ase_positionWS.y)); - float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); - float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); - float4 staticSwitch2_g11755 = appendResult42_g11756; - #else - float4 staticSwitch2_g11755 = temp_output_1_0_g11755; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11757 = finalUV146; - float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); - float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); - float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); - float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); - float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); - #else - float4 staticSwitch6_g11755 = staticSwitch2_g11755; - #endif - float4 temp_output_3_0_g11759 = staticSwitch6_g11755; - float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; - float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); - float2 temp_output_1_0_g11759 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); - #else - float4 staticSwitch81_g11791 = appendResult91_g11791; - #endif - float3 break82_g11791 = (staticSwitch81_g11791).xyz; - float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); - float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); - float4 break2_g11792 = temp_output_1_0_g11791; - float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); - float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); - float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch43_g11759 = appendResult30_g11791; - #else - float4 staticSwitch43_g11759 = temp_output_3_0_g11759; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11789 = staticSwitch43_g11759; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); - #else - float4 staticSwitch62_g11789 = temp_output_1_0_g11789; - #endif - float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); - float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11789 = 0; - if( temp_output_43_0_g11789 >= 0.8333333 ) - ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.6666667 ) - ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11789 = ifLocalVar46_g11789; - float4 ifLocalVar47_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.3333333 ) - ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11789 = 0; - if( temp_output_43_0_g11789 <= 0.1666667 ) - ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11789 = ifLocalVar47_g11789; - float4 ifLocalVar35_g11789 = 0; - if( temp_output_43_0_g11789 >= 0.5 ) - ifLocalVar35_g11789 = ifLocalVar44_g11789; - else - ifLocalVar35_g11789 = ifLocalVar45_g11789; - float4 break55_g11789 = ifLocalVar35_g11789; - float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); - float4 break2_g11790 = temp_output_1_0_g11789; - float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); - float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); - float4 staticSwitch9_g11759 = appendResult30_g11789; - #else - float4 staticSwitch9_g11759 = staticSwitch43_g11759; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11763 = staticSwitch9_g11759; - float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; - float3 In115_g11763 = temp_output_2_0_g11763; - float3 From115_g11763 = (_ColorReplaceFromColor).rgb; - float4 break2_g11764 = temp_output_1_0_g11763; - float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11763 = _ColorReplaceSmoothness; - float Range115_g11763 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); - float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); - float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); - float4 staticSwitch29_g11759 = appendResult4_g11763; - #else - float4 staticSwitch29_g11759 = staticSwitch9_g11759; - #endif - float4 temp_output_1_0_g11776 = staticSwitch29_g11759; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; - float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); - float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); - float4 staticSwitch4_g11776 = appendResult8_g11776; - #else - float4 staticSwitch4_g11776 = temp_output_1_0_g11776; - #endif - float4 temp_output_57_0_g11759 = staticSwitch4_g11776; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; - float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); - float4 staticSwitch32_g11759 = appendResult4_g11799; - #else - float4 staticSwitch32_g11759 = temp_output_57_0_g11759; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11774 = staticSwitch32_g11759; - float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); - float4 staticSwitch33_g11759 = appendResult6_g11774; - #else - float4 staticSwitch33_g11759 = staticSwitch32_g11759; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11775 = staticSwitch33_g11759; - float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); - float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); - float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); - float4 staticSwitch36_g11759 = appendResult8_g11775; - #else - float4 staticSwitch36_g11759 = staticSwitch33_g11759; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11793 = staticSwitch36_g11759; - float4 break2_g11794 = temp_output_1_0_g11793; - float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); - float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); - float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); - float4 staticSwitch30_g11759 = appendResult18_g11793; - #else - float4 staticSwitch30_g11759 = staticSwitch36_g11759; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11771 = staticSwitch30_g11759; - float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; - float4 break12_g11771 = temp_output_1_0_g11771; - float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); - float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); - float4 staticSwitch20_g11759 = appendResult11_g11771; - #else - float4 staticSwitch20_g11759 = staticSwitch30_g11759; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11785 = staticSwitch20_g11759; - float4 break2_g11787 = temp_output_1_0_g11785; - float2 temp_output_65_0_g11785 = shaderPosition235; - float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); - float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); - float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); - float4 staticSwitch17_g11759 = appendResult9_g11785; - #else - float4 staticSwitch17_g11759 = staticSwitch20_g11759; - #endif - float temp_output_39_0_g11759 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11777 = staticSwitch17_g11759; - float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); - float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); - float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch19_g11759 = appendResult6_g11777; - #else - float4 staticSwitch19_g11759 = staticSwitch17_g11759; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11781 = staticSwitch19_g11759; - float4 break2_g11783 = temp_output_1_0_g11781; - float2 uv_AddHueMask = IN.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); - #else - float staticSwitch33_g11781 = _AddHueFade; - #endif - float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); - float4 staticSwitch23_g11759 = appendResult6_g11781; - #else - float4 staticSwitch23_g11759 = staticSwitch19_g11759; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11778 = staticSwitch23_g11759; - float4 break2_g11779 = temp_output_1_0_g11778; - float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); - #else - float3 staticSwitch27_g11778 = temp_output_13_0_g11778; - #endif - float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); - float4 staticSwitch28_g11759 = appendResult21_g11778; - #else - float4 staticSwitch28_g11759 = staticSwitch23_g11759; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11766 = staticSwitch28_g11759; - float4 break2_g11767 = temp_output_1_0_g11766; - float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; - float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); - float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); - float4 staticSwitch38_g11759 = appendResult8_g11766; - #else - float4 staticSwitch38_g11759 = staticSwitch28_g11759; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11768 = staticSwitch38_g11759; - float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; - float temp_output_179_0_g11768 = temp_output_39_0_g11759; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); - #else - float3 staticSwitch187_g11768 = temp_output_82_0_g11768; - #endif - float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); - #else - float2 staticSwitch169_g11768 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); - float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 ); - float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); - float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); - #else - float staticSwitch188_g11768 = temp_output_15_0_g11768.a; - #endif - float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); - float4 staticSwitch12_g11759 = appendResult177_g11768; - #else - float4 staticSwitch12_g11759 = staticSwitch38_g11759; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11796 = staticSwitch12_g11759; - float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; - float temp_output_186_0_g11796 = temp_output_39_0_g11759; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); - #else - float3 staticSwitch199_g11796 = temp_output_82_0_g11796; - #endif - float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11796 = 1.0; - #else - float staticSwitch203_g11796 = temp_output_182_0_g11796; - #endif - float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); - float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); - float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); - #else - float2 staticSwitch157_g11796 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); - float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 ); - float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); - #else - float staticSwitch200_g11796 = lerpResult168_g11796; - #endif - float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); - float4 staticSwitch13_g11759 = appendResult174_g11796; - #else - float4 staticSwitch13_g11759 = staticSwitch12_g11759; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11773 = staticSwitch13_g11759; - float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); - #else - float3 staticSwitch199_g11773 = temp_output_82_0_g11773; - #endif - float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11773 = 1.0; - #else - float staticSwitch203_g11773 = temp_output_182_0_g11773; - #endif - float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); - float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); - float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); - float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); - #else - float staticSwitch200_g11773 = lerpResult168_g11773; - #endif - float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); - float4 staticSwitch48_g11759 = appendResult174_g11773; - #else - float4 staticSwitch48_g11759 = staticSwitch13_g11759; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11760 = staticSwitch48_g11759; - float4 break2_g11761 = temp_output_5_0_g11760; - float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); - float4 staticSwitch46_g11759 = appendResult12_g11760; - #else - float4 staticSwitch46_g11759 = staticSwitch48_g11759; - #endif - float4 temp_output_361_0 = staticSwitch46_g11759; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11801 = temp_output_361_0; - float4 break2_g11802 = temp_output_1_0_g11801; - float temp_output_44_0_g11801 = unity_OrthoParams.y; - float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); - float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11801; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11804 = staticSwitch56; - float4 break2_g11806 = temp_output_1_0_g11804; - float temp_output_34_0_g11804 = shaderTime237; - float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); - float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); - float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); - float4 staticSwitch57 = appendResult27_g11804; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11808 = staticSwitch57; - float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; - float2 temp_output_41_0_g11808 = shaderPosition235; - float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; - float temp_output_40_0_g11808 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); - #else - float2 staticSwitch101_g11838 = temp_output_99_0_g11838; - #endif - float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); - float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); - float4 break2_g11841 = temp_output_1_0_g11838; - float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); - float4 staticSwitch26_g11808 = appendResult7_g11838; - #else - float4 staticSwitch26_g11808 = temp_output_3_0_g11808; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11831 = staticSwitch26_g11808; - float temp_output_59_0_g11831 = temp_output_40_0_g11808; - float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float4 break2_g11833 = temp_output_1_0_g11831; - float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); - float2 uv_MetalMask = IN.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); - #else - float staticSwitch60_g11831 = _MetalFade; - #endif - float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); - float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); - float4 staticSwitch28_g11808 = appendResult8_g11831; - #else - float4 staticSwitch28_g11808 = staticSwitch26_g11808; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11823 = staticSwitch28_g11808; - float4 break2_g11824 = temp_output_1_0_g11823; - float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); - float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; - float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); - float temp_output_73_0_g11823 = temp_output_40_0_g11808; - float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); - float4 staticSwitch29_g11808 = appendResult26_g11823; - #else - float4 staticSwitch29_g11808 = staticSwitch28_g11808; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11817 = staticSwitch29_g11808; - float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; - float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); - float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; - float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); - float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); - float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); - float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); - float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); - float4 staticSwitch32_g11808 = appendResult43_g11817; - #else - float4 staticSwitch32_g11808 = staticSwitch29_g11808; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; - float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); - float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); - float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11813 = staticSwitch32_g11808; - float4 break2_g11815 = temp_output_1_0_g11813; - float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); - float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); - float4 staticSwitch34_g11808 = appendResult29_g11813; - #else - float4 staticSwitch34_g11808 = staticSwitch32_g11808; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11809 = staticSwitch34_g11808; - float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; - float4 break2_g11811 = temp_output_1_0_g11809; - float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; - float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); - float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); - float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = IN.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); - #else - float staticSwitch98_g11809 = _ShineFade; - #endif - float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); - float4 staticSwitch36_g11808 = appendResult8_g11809; - #else - float4 staticSwitch36_g11808 = staticSwitch34_g11808; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11844 = temp_output_40_0_g11808; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11844 = staticSwitch36_g11808; - float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; - float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); - float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); - float4 staticSwitch39_g11808 = appendResult27_g11844; - #else - float4 staticSwitch39_g11808 = staticSwitch36_g11808; - #endif - float4 temp_output_10_0_g11848 = staticSwitch39_g11808; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; - float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; - float temp_output_1_0_g11848 = temp_output_40_0_g11808; - float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); - float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); - float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); - float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); - float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); - float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); - float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11848 = hsvTorgb53_g11848; - #else - float3 staticSwitch50_g11848 = lerpResult42_g11848; - #endif - float4 break2_g11850 = temp_output_10_0_g11848; - float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11848 = lerpResult44_g11848; - #else - float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); - #endif - float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); - float4 staticSwitch11_g11848 = appendResult19_g11848; - #else - float4 staticSwitch11_g11848 = temp_output_10_0_g11848; - #endif - float4 temp_output_1_0_g11853 = staticSwitch11_g11848; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11853 = temp_output_1_0_g11853; - float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); - float4 break2_g11854 = temp_output_1_0_g11853; - float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); - float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11853 = hsvTorgb12_g11853; - #else - float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); - #endif - float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); - float4 staticSwitch33_g11853 = appendResult6_g11853; - #else - float4 staticSwitch33_g11853 = temp_output_1_0_g11853; - #endif - float4 temp_output_5_0_g11860 = staticSwitch33_g11853; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11860 = temp_output_5_0_g11860; - float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); - float temp_output_27_0_g11860 = temp_output_40_0_g11808; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); - #else - float2 staticSwitch73_g11860 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11861 = _TextureLayer1Columns; - int Height10_g11861 = _TextureLayer1Rows; - float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11861 = float2( 0,1 ); - float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; - #else - float2 staticSwitch20_g11860 = temp_output_72_0_g11860; - #endif - float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); - float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); - float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); - float4 break2_g11862 = temp_output_5_0_g11860; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); - #else - float3 staticSwitch80_g11860 = temp_output_16_0_g11860; - #endif - float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); - float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); - float4 staticSwitch15_g11860 = appendResult14_g11860; - #else - float4 staticSwitch15_g11860 = temp_output_5_0_g11860; - #endif - float4 temp_output_5_0_g11856 = staticSwitch15_g11860; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11856 = temp_output_5_0_g11856; - float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); - float temp_output_27_0_g11856 = temp_output_40_0_g11808; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); - #else - float2 staticSwitch73_g11856 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11857 = _TextureLayer2Columns; - int Height10_g11857 = _TextureLayer2Rows; - float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11857 = float2( 0,1 ); - float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; - #else - float2 staticSwitch20_g11856 = temp_output_72_0_g11856; - #endif - float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); - float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); - float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); - float4 break2_g11858 = temp_output_5_0_g11856; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); - #else - float3 staticSwitch84_g11856 = temp_output_16_0_g11856; - #endif - float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); - float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); - float4 staticSwitch15_g11856 = appendResult14_g11856; - #else - float4 staticSwitch15_g11856 = temp_output_5_0_g11856; - #endif - float4 temp_output_473_0 = staticSwitch15_g11856; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11864 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11864; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11865 = staticSwitch77; - float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); - float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11865; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11866 = staticSwitch75; - float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; -#ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); - #endif - float2 temp_output_18_0_g11866 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); - float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); - float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); - float4 staticSwitch3_g11866 = appendResult3_g11867; - #else - float4 staticSwitch3_g11866 = temp_output_1_0_g11866; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); - float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; - float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); - float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11875 = staticSwitch3_g11866; - float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); - float4 staticSwitch5_g11866 = appendResult3_g11875; - #else - float4 staticSwitch5_g11866 = staticSwitch3_g11866; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11877 = staticSwitch5_g11866; - float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; - float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); - float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); - float4 staticSwitch8_g11866 = appendResult3_g11877; - #else - float4 staticSwitch8_g11866 = staticSwitch5_g11866; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; - float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); - float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11873 = staticSwitch8_g11866; - float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); - float4 staticSwitch9_g11866 = appendResult3_g11873; - #else - float4 staticSwitch9_g11866 = staticSwitch8_g11866; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11869 = staticSwitch9_g11866; - float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; - float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11869 = rotatedValue136_g11869; - float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); - float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); - float4 staticSwitch11_g11866 = appendResult3_g11869; - #else - float4 staticSwitch11_g11866 = staticSwitch9_g11866; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; - float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); - float3 break130_g11871 = rotatedValue136_g11871; - float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); - float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); - float4 temp_output_1_0_g11871 = staticSwitch11_g11866; - float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); - float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); - float4 staticSwitch15_g11866 = appendResult3_g11871; - #else - float4 staticSwitch15_g11866 = staticSwitch11_g11866; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11879 = staticSwitch15_g11866; - float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; - float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); - float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); - float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); - float4 staticSwitch13_g11866 = appendResult3_g11879; - #else - float4 staticSwitch13_g11866 = staticSwitch15_g11866; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); - #else - float3 staticSwitch16_g11882 = temp_output_3_0_g11882; - #endif - float4 temp_output_1_0_g11882 = staticSwitch13_g11866; - float4 break2_g11884 = temp_output_1_0_g11882; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); - #else - float3 staticSwitch17_g11882 = staticSwitch16_g11882; - #endif - float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); - float4 staticSwitch5_g11881 = appendResult6_g11882; - #else - float4 staticSwitch5_g11881 = staticSwitch13_g11866; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11885 = staticSwitch5_g11881; - float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); - float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); - float4 staticSwitch11_g11881 = appendResult13_g11885; - #else - float4 staticSwitch11_g11881 = staticSwitch5_g11881; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11886 = staticSwitch11_g11881; - float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); - #else - float3 staticSwitch21_g11886 = temp_output_6_0_g11886; - #endif - float4 break2_g11888 = temp_output_1_0_g11886; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); - #else - float3 staticSwitch22_g11886 = staticSwitch21_g11886; - #endif - float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); - float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); - float4 staticSwitch7_g11881 = appendResult9_g11886; - #else - float4 staticSwitch7_g11881 = staticSwitch11_g11881; - #endif - float4 temp_output_2_0_g11889 = staticSwitch7_g11881; - #ifdef _ENABLESHADOW_ON - float4 break4_g11891 = temp_output_2_0_g11889; - float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); - float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11891 = appendResult85_g11889; - float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); - float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); - float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); - float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); - float4 staticSwitch82_g11889 = appendResult18_g11891; - #else - float4 staticSwitch82_g11889 = temp_output_2_0_g11889; - #endif - float4 break4_g11892 = staticSwitch82_g11889; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11750 = 1.0; - #else - float staticSwitch8_g11750 = IN.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11750 = 1.0; - #else - float staticSwitch9_g11750 = staticSwitch8_g11750; - #endif - float customVertexAlpha193 = staticSwitch9_g11750; - float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11892; - float4 temp_output_1_0_g11893 = temp_output_344_0; - float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11893; - #endif - float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11900 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); - float4 staticSwitch6_g11900 = appendResult2_g11900; - #else - float4 staticSwitch6_g11900 = temp_output_7_0_g11900; - #endif - float4 temp_output_340_0 = staticSwitch6_g11900; - - o.Normal = fixed3( 0, 0, 1 ); - o.Occlusion = 1; - o.Alpha = temp_output_340_0.a; - float AlphaClipThreshold = 0.0; - float AlphaClipThresholdShadow = 0.5; - - #ifdef _ALPHATEST_SHADOW_ON - if (unity_LightShadowBias.z != 0.0) - clip(o.Alpha - AlphaClipThresholdShadow); - #ifdef _ALPHATEST_ON - else - clip(o.Alpha - AlphaClipThreshold); + #pragma multi_compile_fwdbase + #ifndef UNITY_PASS_FORWARDBASE + #define UNITY_PASS_FORWARDBASE + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE #endif - #else - #ifdef _ALPHATEST_ON - clip(o.Alpha - AlphaClipThreshold); + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS #endif #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" - #if defined( CAN_SKIP_VPOS ) - float2 vpos = IN.pos; + #pragma shader_feature_local _RESIZABLETEXTURE_ON + + + int _ObjectId; + int _PassValue; + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 worldPos : TEXCOORD0; // xyz = positionWS + half3 normalWS : TEXCOORD1; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; #endif - #ifdef UNITY_STANDARD_USE_DITHER_MASK - half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,o.Alpha*0.9375)).a; - clip(alphaRef - 0.01); + + + + v2f VertexFunction( appdata v ) + { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 normalWS = UnityObjectToWorldNormal( v.normal ); + + o.pos = UnityObjectToClipPos( v.vertex ); + o.worldPos.xyz = positionWS; + o.normalWS = normalWS; + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half3 normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.normal = v.normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } #endif - #ifdef _DEPTHOFFSET_ON - outputDepth = IN.pos.z; + half4 frag( v2f IN + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + + + half Alpha = 1; + half AlphaClipThreshold = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return float4( _ObjectId, _PassValue, 1.0, 1.0 ); + } + ENDCG + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="ScenePickingPass" } + + ZWrite On + + CGPROGRAM + #define ASE_GEOMETRY + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma multi_compile_instancing + #define ASE_FOG + #define ASE_VERSION 19905 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + + #pragma multi_compile_fwdbase + #ifndef UNITY_PASS_FORWARDBASE + #define UNITY_PASS_FORWARDBASE + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + + #pragma shader_feature_local _RESIZABLETEXTURE_ON + + + float4 _SelectionID; + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 worldPos : TEXCOORD0; // xyz = positionWS + half3 normalWS : TEXCOORD1; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; #endif - SHADOW_CASTER_FRAGMENT(IN) - } + + + + v2f VertexFunction( appdata v ) + { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 normalWS = UnityObjectToWorldNormal( v.normal ); + + o.pos = UnityObjectToClipPos( v.vertex ); + o.worldPos.xyz = positionWS; + o.normalWS = normalWS; + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half3 normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.normal = v.normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag( v2f IN + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + + + half Alpha = 1; + half AlphaClipThreshold = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return _SelectionID; + } ENDCG } @@ -15916,187 +16688,189 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU" Fallback Off } /*ASEBEGIN -Version=19801 -Node;AmplifyShaderEditor.TexturePropertyNode;502;1144.955,1000.087;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 -Node;AmplifyShaderEditor.RelayNode;105;1425.709,1004.581;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 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SSU;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ForwardBase;0;1;ForwardBase;17;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;3;False;;False;True;3;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;True;1;5;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;False;0;;0;0;Standard;44;Category;0;0; Instanced Terrain Normals;1;0;Workflow;1;0;Surface;1;638016276654153089; Blend;0;0; Dither Shadows;1;0;Two Sided;0;638016276732944019;Alpha Clipping;0;0; Use Shadow Threshold;0;0;Deferred Pass;1;0;Normal Space;0;0;Transmission;0;0; Transmission Shadow;0.5,False,;0;Translucency;0;0; Translucency Strength;1,False,;0; Normal Distortion;0.5,False,;0; Scattering;2,False,;0; Direct;0.9,False,;0; Ambient;0.1,False,;0; Shadow;0.5,False,;0;Cast Shadows;1;0;Receive Shadows;1;0;Receive Specular;2;0;Receive Reflections;2;0;GPU Instancing;1;0;LOD CrossFade;0;638016276759706494;Built-in Fog;1;0;Ambient Light;1;0;Meta Pass;1;0;Add Pass;1;0;Override Baked GI;0;0;Write Depth;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Disable Batching;0;0;Vertex Position;1;0;0;8;False;True;True;True;True;True;True;True;False;;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;509;6610.346,162.4744;Float;False;False;-1;3;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;510;6610.346,162.4744;Float;False;False;-1;3;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ScenePickingPass;0;7;ScenePickingPass;0;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=ScenePickingPass;False;False;0;;0;0;Standard;0;False;0 WireConnection;105;0;502;0 WireConnection;157;0;105;0 WireConnection;483;1;363;0 @@ -16310,11 +17084,11 @@ WireConnection;501;11;500;0 WireConnection;497;0;340;0 WireConnection;504;0;340;0 WireConnection;504;1;501;0 -WireConnection;504;2;501;21 WireConnection;504;4;501;10 WireConnection;504;5;501;9 +WireConnection;504;2;501;21 WireConnection;504;7;497;3 WireConnection;504;8;498;0 WireConnection;504;15;142;0 ASEEND*/ -//CHKSM=EE54B5F885C749BE37C44863745B0C1B1A153954 +//CHKSM=2672664B2FEFA6B24BDF5FED5E61495F88AB348D diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader.meta index e9d74009..8d29220c 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader.meta @@ -13,15 +13,20 @@ ShaderImporter: - _AddColorMask: {instanceID: 0} - _RecolorRGBTexture: {instanceID: 0} - _RecolorRGBYCPTexture: {instanceID: 0} - - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} - _AddHueMask: {instanceID: 0} - _SineGlowMask: {instanceID: 0} - _MetalMask: {instanceID: 0} - _ShineMask: {instanceID: 0} - - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} - - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} - _UVDistortMask: {instanceID: 0} - _CustomFadeFadeMask: {instanceID: 0} - _texcoord: {instanceID: 0} @@ -29,3 +34,10 @@ ShaderImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader index be69261d..4ba64458 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader @@ -1,18916 +1,16868 @@ -// Made with Amplify Shader Editor v1.9.8.1 +// Made with Amplify Shader Editor v1.9.9.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/3D Lit Cutout BuiltIn SSU" { - Properties - { - _MainTex("MainTex", 2D) = "white" {} - _AlphaClip("Alpha Clip", Range( 0 , 1)) = 0.5 - _NormalMap("Normal Map", 2D) = "bump" {} - _NormalIntensity("Normal Intensity", Float) = 1 - _Smoothness("Smoothness", Range( 0 , 1)) = 0.5 - _Metallic("Metallic", Range( 0 , 1)) = 0 - [Toggle(_METALLICMAPTOGGLE_ON)] _MetallicMapToggle("Metallic Map Toggle", Float) = 0 - _MetallicMap("Metallic Map", 2D) = "white" {} - [Toggle(_EMISSIONTOGGLE_ON)] _EmissionToggle("Emission Toggle", Float) = 0 - [HDR]_EmissionTint("Emission Tint", Color) = (2.996078,0.1568628,0.1568628,0) - _EmissionMap("Emission Map", 2D) = "white" {} - [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 - [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 - [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 - [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 - _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) - [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 - [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 - [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 - _PixelsPerUnit("Pixels Per Unit", Float) = 100 - _ScreenWidthUnits("Screen Width Units", Float) = 10 - _RectWidth("Rect Width", Float) = 100 - _RectHeight("Rect Height", Float) = 100 - [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 - _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 - _FadingPosition("Fading: Position", Vector) = (0,0,0,0) - _FadingWidth("Fading: Width", Float) = 0.3 - _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 - _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) - _FadingMask("Fading: Mask", 2D) = "white" {} - [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 - [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 - _TimeValue("Time: Value", Float) = 0 - [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 - _TimeSpeed("Time: Speed", Float) = 1 - [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 - _TimeFPS("Time: FPS", Float) = 5 - [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 - _TimeFrequency("Time: Frequency", Float) = 2 - _TimeRange("Time: Range", Float) = 0.5 - _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} - [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 - _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 - [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) - [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 - _StrongTintContrast("Strong Tint: Contrast", Float) = 0 - [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 - _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} - [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 - _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 - [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) - [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 - _AddColorContrast("Add Color: Contrast", Float) = 0.5 - [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 - _AddColorMask("Add Color: Mask", 2D) = "white" {} - [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 - _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) - _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 - [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 - _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 - _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) - _ShadowColor("Shadow: Color", Color) = (0,0,0,0) - [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 - _Brightness("Brightness", Float) = 1 - [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 - _Contrast("Contrast", Float) = 1 - [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 - _Saturation("Saturation", Float) = 1 - [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 - _Hue("Hue", Range( -1 , 1)) = 0 - [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 - _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 - _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} - [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 - _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 - _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} - [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 - _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) - _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 - [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 - _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) - _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 - _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} - _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 - _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) - _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 - [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 - _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) - _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 - _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} - _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 - _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) - _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 - _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 - [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 - _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} - _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 - _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 - _AddHueSpeed("Add Hue: Speed", Float) = 1 - _AddHueBrightness("Add Hue: Brightness", Float) = 2 - _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 - _AddHueContrast("Add Hue: Contrast", Float) = 0.5 - [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 - _AddHueMask("Add Hue: Mask", 2D) = "white" {} - [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 - _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) - [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) - _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 - _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 - [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 - _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 - [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 - _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 - [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) - _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 - _InkSpreadDistance("Ink Spread: Distance", Float) = 3 - _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) - _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 - _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) - _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 - [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 - _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) - _BlackTintPower("Black Tint: Power", Float) = 4 - [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 - _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) - _SineGlowContrast("Sine Glow: Contrast", Float) = 1 - _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 - _SineGlowMin("Sine Glow: Min", Float) = 0 - _SineGlowMax("Sine Glow: Max", Float) = 1 - [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 - _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} - [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 - _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 - [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) - [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) - _SplitToningContrast("Split Toning: Contrast", Float) = 1 - _SplitToningBalance("Split Toning: Balance", Float) = 1 - _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 - [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 - _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 - _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) - [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) - _ColorReplaceRange("Color Replace: Range", Float) = 0.05 - _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 - _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 - [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 - _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 - [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 - _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 - [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) - _HologramContrast("Hologram: Contrast", Float) = 1 - _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 - _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 - _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 - _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 - _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 - _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 - _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 - _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 - [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 - _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 - _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 - _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) - _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) - _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 - _GlitchBrightness("Glitch: Brightness", Float) = 4 - _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) - _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) - _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) - _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) - _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) - [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 - _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 - [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) - _FrozenContrast("Frozen: Contrast", Float) = 2 - [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) - _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 - _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 - _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) - [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) - _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 - _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 - _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) - _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) - _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) - _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 - _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 - _RainbowBrightness("Rainbow: Brightness", Float) = 2 - _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 - _RainbowContrast("Rainbow: Contrast", Float) = 1 - _RainbowSpeed("Rainbow: Speed", Float) = 1 - _RainbowDensity("Rainbow: Density", Float) = 0.5 - _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) - _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) - _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 - [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 - _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 - _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) - _CamouflageContrast("Camouflage: Contrast", Float) = 1 - _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) - _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) - _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) - _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) - [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 - _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 - _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 - [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) - _MetalContrast("Metal: Contrast", Float) = 2 - [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) - _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 - _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 - _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) - _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) - _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) - _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) - [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 - [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} - [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 - _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 - [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) - _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 - _ShineContrast("Shine: Contrast", Float) = 2 - _ShineWidth("Shine: Width", Float) = 0.1 - _ShineSpeed("Shine: Speed", Float) = 5 - _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 - _ShineSmooth("Shine: Smoothness", Float) = 1 - _ShineFrequency("Shine: Frequency", Float) = 0.3 - [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 - [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} - [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 - _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 - _BurnPosition("Burn: Position", Vector) = (0,5,0,0) - _BurnRadius("Burn: Radius", Float) = 5 - [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) - _BurnWidth("Burn: Width", Float) = 0.1 - _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) - _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 - [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) - _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 - [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) - _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 - _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) - _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 - _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 - _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 - [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) - _PoisonDensity("Poison: Density", Float) = 3 - _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 - _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 - _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 - _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) - _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) - [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 - _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 - _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) - _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) - _EnchantedBrightness("Enchanted: Brightness", Float) = 1 - _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 - _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 - [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 - _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 - _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 - _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 - [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) - [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) - [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 - [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 - _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 - _ShiftingSpeed("Shifting: Speed", Float) = 0.5 - _ShiftingDensity("Shifting: Density", Float) = 1.5 - _ShiftingBrightness("Shifting: Brightness", Float) = 1 - _ShiftingContrast("Shifting: Contrast", Float) = 0.5 - [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 - _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 - [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) - [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) - [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 - _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 - _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} - [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) - _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 - _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 - _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 - _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 - _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 - _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 - _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 - _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 - _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 - _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} - [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) - _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 - _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 - _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 - _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 - _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 - _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 - _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 - _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 - _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 - _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 - _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 - [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 - _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 - _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) - _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 - _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 - [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 - _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 - _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) - _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 - [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 - [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 - _HalftoneFade("Halftone: Fade", Float) = 1 - _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) - _HalftoneTiling("Halftone: Tiling", Float) = 4 - _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 - [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 - _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 - _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 - _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 - _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) - _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 - _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 - _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 - [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) - _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 - _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 - _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 - _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 - _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 - _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 - _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) - _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 - _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) - [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 - [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 - _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 - _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) - _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 - _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 - _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 - _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 - [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 - _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 - _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) - _SqueezePower("Squeeze: Power", Float) = 1 - _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 - _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 - _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) - _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) - _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) - _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 - [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} - [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 - _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) - [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 - _UVRotateSpeed("UV Rotate: Speed", Float) = 1 - _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 - _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 - _SineRotateAngle("Sine Rotate: Angle", Float) = 15 - _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 - _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 - _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 - _WiggleSpeed("Wiggle: Speed", Float) = 2 - _WiggleFrequency("Wiggle: Frequency", Float) = 2 - _WiggleOffset("Wiggle: Offset", Float) = 0.02 - [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 - [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 - _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) - _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 - _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 - _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) - _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) - [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 - _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 - _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 - _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 - _VibrateOffset("Vibrate: Offset", Float) = 0.04 - _VibrateFrequency("Vibrate: Frequency", Float) = 100 - _VibrateRotation("Vibrate: Rotation", Float) = 4 - [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 - _WindRotation("Wind: Rotation", Float) = 0 - _WindMaxRotation("Wind: Max Rotation", Float) = 2 - _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 - _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 - _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 - [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 - _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 - _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 - _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 - _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 - [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 - [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 - _WindXPosition("Wind: X Position", Float) = 0 - _WindFlip("Wind: Flip", Float) = 0 - [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 - _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 - _SquishStretch("Squish: Stretch", Float) = 0.1 - _SquishSquish("Squish: Squish", Float) = 0.1 - _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 - [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 - _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 - _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 - [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 - _FlameBrightness("Flame: Brightness", Float) = 10 - _FlameSmooth("Flame: Smooth", Float) = 2 - _FlameRadius("Flame: Radius", Float) = 0.2 - _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) - _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 - _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 - _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) - [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 - _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 - _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 - [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 - _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 - _SharpenFactor("Sharpen: Factor", Float) = 4 - _SharpenOffset("Sharpen: Offset", Float) = 2 - [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 - [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 - _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 - _SmokeSmoothness("Smoke: Smoothness", Float) = 1 - _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 - _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 - _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 - [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 - [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 - _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} - _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 - _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) - _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 - _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 - [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 - _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) - _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) - _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 - [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 - _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) - _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) - _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 - [HideInInspector] _texcoord( "", 2D ) = "white" {} - - //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 - //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 - //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 - //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 - //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 - //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 - //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 - //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 - //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 - //_TessMin( "Tess Min Distance", Float ) = 10 - //_TessMax( "Tess Max Distance", Float ) = 25 - //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 - //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 - //[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 - //[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 - } - - SubShader - { - - Tags - { - "RenderType"="Opaque" "Queue"="Geometry" "DisableBatching"="False" - } - LOD 0 - - Cull Off - AlphaToMask Off - ZWrite On - ZTest LEqual - ColorMask RGBA - - Blend Off - - - CGINCLUDE - #pragma target 3.5 - - float4 FixedTess(float tessValue) - { - return tessValue; - } - - float CalcDistanceTessFactor(float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, - float3 cameraPos) - { - float3 wpos = mul(o2w, vertex).xyz; - float dist = distance(wpos, cameraPos); - float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; - return f; - } - - float4 CalcTriEdgeTessFactors(float3 triVertexFactors) - { - float4 tess; - tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); - tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); - tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); - tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; - return tess; - } - - float CalcEdgeTessFactor(float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams) - { - float dist = distance(0.5 * (wpos0 + wpos1), cameraPos); - float len = distance(wpos0, wpos1); - float f = max(len * scParams.y / (edgeLen * dist), 1.0); - return f; - } - - float DistanceFromPlane(float3 pos, float4 plane) - { - float d = dot(float4(pos, 1.0f), plane); - return d; - } - - bool WorldViewFrustumCull(float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6]) - { - float4 planeTest; - planeTest.x = ((DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f); - planeTest.y = ((DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f); - planeTest.z = ((DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f); - planeTest.w = ((DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f); - return !all(planeTest); - } - - float4 DistanceBasedTess(float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, - float4x4 o2w, float3 cameraPos) - { - float3 f; - f.x = CalcDistanceTessFactor(v0, minDist, maxDist, tess, o2w, cameraPos); - f.y = CalcDistanceTessFactor(v1, minDist, maxDist, tess, o2w, cameraPos); - f.z = CalcDistanceTessFactor(v2, minDist, maxDist, tess, o2w, cameraPos); - - return CalcTriEdgeTessFactors(f); - } - - float4 EdgeLengthBasedTess(float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, - float4 scParams) - { - float3 pos0 = mul(o2w, v0).xyz; - float3 pos1 = mul(o2w, v1).xyz; - float3 pos2 = mul(o2w, v2).xyz; - float4 tess; - tess.x = CalcEdgeTessFactor(pos1, pos2, edgeLength, cameraPos, scParams); - tess.y = CalcEdgeTessFactor(pos2, pos0, edgeLength, cameraPos, scParams); - tess.z = CalcEdgeTessFactor(pos0, pos1, edgeLength, cameraPos, scParams); - tess.w = (tess.x + tess.y + tess.z) / 3.0f; - return tess; - } - - float4 EdgeLengthBasedTessCull(float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, - float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6]) - { - float3 pos0 = mul(o2w, v0).xyz; - float3 pos1 = mul(o2w, v1).xyz; - float3 pos2 = mul(o2w, v2).xyz; - float4 tess; - - if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) - { - tess = 0.0f; - } - else - { - tess.x = CalcEdgeTessFactor(pos1, pos2, edgeLength, cameraPos, scParams); - tess.y = CalcEdgeTessFactor(pos2, pos0, edgeLength, cameraPos, scParams); - tess.z = CalcEdgeTessFactor(pos0, pos1, edgeLength, cameraPos, scParams); - tess.w = (tess.x + tess.y + tess.z) / 3.0f; - } - return tess; - } - ENDCG - - - Pass - { - - Name "ForwardBase" - Tags - { - "LightMode"="ForwardBase" - } - - Blend One Zero - - CGPROGRAM - #define ASE_NEEDS_FRAG_SHADOWCOORDS - #pragma multi_compile_instancing - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_ON 1 - #define ASE_VERSION 19801 - - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile_fwdbase - #ifndef UNITY_PASS_FORWARDBASE - #define UNITY_PASS_FORWARDBASE - #endif - #include "HLSLSupport.cginc" - #ifndef UNITY_INSTANCED_LOD_FADE - #define UNITY_INSTANCED_LOD_FADE - #endif - #ifndef UNITY_INSTANCED_SH - #define UNITY_INSTANCED_SH - #endif - #ifndef UNITY_INSTANCED_LIGHTMAPSTS - #define UNITY_INSTANCED_LIGHTMAPSTS - #endif - #include "UnityShaderVariables.cginc" - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "UnityPBSLighting.cginc" - #include "AutoLight.cginc" - - #include "UnityStandardUtils.cginc" - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_SCREEN_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON - #pragma shader_feature _METALLICMAPTOGGLE_ON - - struct appdata - { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f - { - #if UNITY_VERSION >= 201810 - UNITY_POSITION (pos); - #else - float4 pos : SV_POSITION; - #endif - #if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30) - float4 lmap : TEXCOORD0; - #endif - #if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH - half3 sh : TEXCOORD1; - #endif - #if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_LIGHTING_COORDS (2,3) - #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if UNITY_VERSION >= 201710 - UNITY_SHADOW_COORDS (2) - #else - SHADOW_COORDS ( - 2 - ) - #endif - #endif - #ifdef ASE_FOG - UNITY_FOG_COORDS ( - 4 - ) - #endif - float4 tSpace0 : TEXCOORD5; - float4 tSpace1 : TEXCOORD6; - float4 tSpace2 : TEXCOORD7; - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - float4 screenPos : TEXCOORD8; - #endif - float4 ase_texcoord9 : TEXCOORD9; - float4 ase_texcoord10 : TEXCOORD10; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishStretch; - #endif - #ifdef _ENABLESCREENTILING_ON - uniform float2 _ScreenTilingScale; - uniform float2 _ScreenTilingOffset; - uniform float _ScreenTilingPixelsPerUnit; - #endif - uniform sampler2D _MainTex; - float4 _MainTex_TexelSize; - #ifdef _ENABLEWORLDTILING_ON - uniform float2 _WorldTilingScale; - uniform float2 _WorldTilingOffset; - uniform float _WorldTilingPixelsPerUnit; - #endif - #ifdef _SPRITESHEETFIX_ON - uniform float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishFade; - uniform float _SquishFlip; - uniform float _SquishSquish; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - uniform float _TimeValue; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - uniform float UnscaledTime; - #endif - #ifdef _TOGGLETIMESPEED_ON - uniform float _TimeSpeed; - #endif - #ifdef _TOGGLETIMEFPS_ON - uniform float _TimeFPS; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - uniform float _TimeFrequency; - uniform float _TimeRange; - #endif - #ifdef _ENABLESINEMOVE_ON - uniform float2 _SineMoveFrequency; - uniform float2 _SineMoveOffset; - uniform float _SineMoveFade; - #endif - #ifdef _ENABLEVIBRATE_ON - uniform float _VibrateFrequency; - uniform float _VibrateOffset; - uniform float _VibrateFade; - uniform float _VibrateRotation; - #endif - #ifdef _ENABLESINESCALE_ON - uniform float _SineScaleFrequency; - uniform float2 _SineScaleFactor; - #endif - uniform float _FadingFade; - #ifdef _SHADERFADING_MASK - uniform sampler2D _FadingMask; - uniform float4 _FadingMask_ST; - #endif - uniform float _FadingWidth; - uniform sampler2D _UberNoiseTexture; - uniform float _PixelsPerUnit; - #ifdef _SHADERSPACE_UI_GRAPHIC - uniform float _RectWidth; - uniform float _RectHeight; - #endif - uniform float _ScreenWidthUnits; - uniform float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - uniform float2 _FadingPosition; - uniform float _FadingNoiseFactor; - #endif - #ifdef _ENABLEWIND_ON - uniform float _WindRotationWindFactor; - uniform float WindMinIntensity; - uniform float _WindMinIntensity; - uniform float WindMaxIntensity; - uniform float _WindMaxIntensity; - uniform float _WindXPosition; - uniform float WindNoiseScale; - uniform float _WindNoiseScale; - uniform float WindTime; - uniform float _WindNoiseSpeed; - uniform float _WindRotation; - uniform float _WindMaxRotation; - uniform float _WindFlip; - uniform float _WindSquishFactor; - uniform float _WindSquishWindFactor; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - uniform float _FullDistortionFade; - uniform float2 _FullDistortionNoiseScale; - uniform float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - uniform float2 _DirectionalDistortionDistortionScale; - uniform float _DirectionalDistortionRandomDirection; - uniform float2 _DirectionalDistortionDistortion; - uniform float _DirectionalDistortionInvert; - uniform float _DirectionalDistortionRotation; - uniform float _DirectionalDistortionFade; - uniform float2 _DirectionalDistortionNoiseScale; - uniform float _DirectionalDistortionNoiseFactor; - uniform float _DirectionalDistortionWidth; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float _HologramDistortionSpeed; - uniform float _HologramDistortionDensity; - uniform float _HologramDistortionScale; - uniform float _HologramDistortionOffset; - uniform float _HologramFade; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float2 _GlitchDistortionSpeed; - uniform float2 _GlitchDistortionScale; - uniform float2 _GlitchDistortion; - uniform float2 _GlitchMaskSpeed; - uniform float2 _GlitchMaskScale; - uniform float _GlitchMaskMin; - uniform float _GlitchFade; - #endif - #ifdef _ENABLEUVDISTORT_ON - uniform float2 _UVDistortFrom; - uniform float2 _UVDistortTo; - uniform float2 _UVDistortSpeed; - uniform float2 _UVDistortNoiseScale; - uniform float _UVDistortFade; - uniform sampler2D _UVDistortMask; - uniform float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESQUEEZE_ON - uniform float2 _SqueezeCenter; - uniform float _SqueezePower; - uniform float2 _SqueezeScale; - uniform float _SqueezeFade; - #endif - #ifdef _ENABLESINEROTATE_ON - uniform float _SineRotateFrequency; - uniform float _SineRotateAngle; - uniform float _SineRotateFade; - uniform float2 _SineRotatePivot; - #endif - #ifdef _ENABLEUVROTATE_ON - uniform float _UVRotateSpeed; - uniform float2 _UVRotatePivot; - #endif - #ifdef _ENABLEUVSCROLL_ON - uniform float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEPIXELATE_ON - uniform float _PixelatePixelDensity; - uniform float _PixelatePixelsPerUnit; - uniform float _PixelateFade; - #endif - #ifdef _ENABLEUVSCALE_ON - uniform float2 _UVScalePivot; - uniform float2 _UVScaleScale; - #endif - #ifdef _ENABLEWIGGLE_ON - uniform float _WiggleFrequency; - uniform float _WiggleSpeed; - uniform float _WiggleOffset; - uniform float _WiggleFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - uniform float _GaussianBlurOffset; - uniform float _GaussianBlurFade; - #endif - #ifdef _ENABLESHARPEN_ON - uniform float _SharpenOffset; - uniform float _SharpenFactor; - uniform float _SharpenFade; - #endif - #ifdef _ENABLESMOKE_ON - uniform float _SmokeVertexSeed; - uniform float _SmokeNoiseScale; - uniform float _SmokeNoiseFactor; - uniform float _SmokeSmoothness; - uniform float _SmokeDarkEdge; - uniform float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - uniform sampler2D _CustomFadeFadeMask; - uniform float2 _CustomFadeNoiseScale; - uniform float _CustomFadeNoiseFactor; - uniform float _CustomFadeSmoothness; - uniform float _CustomFadeAlpha; - #endif - #ifdef _ENABLECHECKERBOARD_ON - uniform float _CheckerboardDarken; - uniform float _CheckerboardTiling; - #endif - #ifdef _ENABLEFLAME_ON - uniform float2 _FlameSpeed; - uniform float2 _FlameNoiseScale; - uniform float _FlameNoiseHeightFactor; - uniform float _FlameNoiseFactor; - uniform float _FlameRadius; - uniform float _FlameSmooth; - uniform float _FlameBrightness; - #endif - #ifdef _ENABLERECOLORRGB_ON - uniform float4 _RecolorRGBRedTint; - uniform sampler2D _RecolorRGBTexture; - uniform float4 _RecolorRGBGreenTint; - uniform float4 _RecolorRGBBlueTint; - uniform float _RecolorRGBFade; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - uniform sampler2D _RecolorRGBYCPTexture; - uniform float4 _RecolorRGBYCPPurpleTint; - uniform float4 _RecolorRGBYCPBlueTint; - uniform float4 _RecolorRGBYCPCyanTint; - uniform float4 _RecolorRGBYCPGreenTint; - uniform float4 _RecolorRGBYCPYellowTint; - uniform float4 _RecolorRGBYCPRedTint; - uniform float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLECOLORREPLACE_ON - uniform float4 _ColorReplaceFromColor; - uniform float _ColorReplaceContrast; - uniform float4 _ColorReplaceToColor; - uniform float _ColorReplaceSmoothness; - uniform float _ColorReplaceRange; - uniform float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - uniform float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - uniform float _Contrast; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - uniform float _Brightness; - #endif - #ifdef _ENABLEHUE_ON - uniform float _Hue; - #endif - #ifdef _ENABLESPLITTONING_ON - uniform float4 _SplitToningShadowsColor; - uniform float4 _SplitToningHighlightsColor; - uniform float _SplitToningShift; - uniform float _SplitToningBalance; - uniform float _SplitToningContrast; - uniform float _SplitToningFade; - #endif - #ifdef _ENABLEBLACKTINT_ON - uniform float4 _BlackTintColor; - uniform float _BlackTintPower; - uniform float _BlackTintFade; - #endif - #ifdef _ENABLEINKSPREAD_ON - uniform float4 _InkSpreadColor; - uniform float _InkSpreadContrast; - uniform float _InkSpreadFade; - uniform float _InkSpreadDistance; - uniform float2 _InkSpreadPosition; - uniform float2 _InkSpreadNoiseScale; - uniform float _InkSpreadNoiseFactor; - uniform float _InkSpreadWidth; - #endif - #ifdef _ENABLESHIFTHUE_ON - uniform float _ShiftHueSpeed; - #endif - #ifdef _ENABLEADDHUE_ON - uniform float _AddHueSpeed; - uniform float _AddHueSaturation; - uniform float _AddHueBrightness; - uniform float _AddHueContrast; - uniform float _AddHueFade; - uniform sampler2D _AddHueMask; - uniform float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - uniform float _SineGlowContrast; - uniform float4 _SineGlowColor; - uniform sampler2D _SineGlowMask; - uniform float4 _SineGlowMask_ST; - uniform float _SineGlowFade; - uniform float _SineGlowFrequency; - uniform float _SineGlowMax; - uniform float _SineGlowMin; - #endif - #ifdef _ENABLESATURATION_ON - uniform float _Saturation; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - uniform float4 _InnerOutlineColor; - uniform sampler2D _InnerOutlineTintTexture; - uniform float2 _InnerOutlineTextureSpeed; - uniform float _InnerOutlineFade; - uniform float2 _InnerOutlineNoiseSpeed; - uniform float2 _InnerOutlineNoiseScale; - uniform float2 _InnerOutlineDistortionIntensity; - uniform float _InnerOutlineWidth; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - uniform float4 _OuterOutlineColor; - uniform sampler2D _OuterOutlineTintTexture; - uniform float2 _OuterOutlineTextureSpeed; - uniform float _OuterOutlineFade; - uniform float2 _OuterOutlineNoiseSpeed; - uniform float2 _OuterOutlineNoiseScale; - uniform float2 _OuterOutlineDistortionIntensity; - uniform float _OuterOutlineWidth; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - uniform float4 _PixelOutlineColor; - uniform sampler2D _PixelOutlineTintTexture; - uniform float2 _PixelOutlineTextureSpeed; - uniform float _PixelOutlineFade; - uniform float _PixelOutlineAlphaLimit; - uniform float _PixelOutlineWidth; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - uniform float4 _PingPongGlowFrom; - uniform float4 _PingPongGlowTo; - uniform float _PingPongGlowFrequency; - uniform float _PingPongGlowFade; - uniform float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float4 _HologramTint; - uniform float _HologramContrast; - uniform float _HologramLineSpeed; - uniform float _HologramLineFrequency; - uniform float _HologramLineGap; - uniform float _HologramMinAlpha; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float _GlitchBrightness; - uniform float2 _GlitchNoiseSpeed; - uniform float2 _GlitchNoiseScale; - uniform float _GlitchHueSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - uniform float4 _CamouflageBaseColor; - uniform float4 _CamouflageColorA; - uniform float _CamouflageDensityA; - uniform float2 _CamouflageDistortionSpeed; - uniform float2 _CamouflageDistortionScale; - uniform float2 _CamouflageDistortionIntensity; - uniform float2 _CamouflageNoiseScaleA; - uniform float _CamouflageSmoothnessA; - uniform float4 _CamouflageColorB; - uniform float _CamouflageDensityB; - uniform float2 _CamouflageNoiseScaleB; - uniform float _CamouflageSmoothnessB; - uniform float _CamouflageContrast; - uniform float _CamouflageFade; - #endif - #ifdef _ENABLEMETAL_ON - uniform float _MetalHighlightDensity; - uniform float2 _MetalNoiseDistortionSpeed; - uniform float2 _MetalNoiseDistortionScale; - uniform float2 _MetalNoiseDistortion; - uniform float2 _MetalNoiseSpeed; - uniform float2 _MetalNoiseScale; - uniform float4 _MetalHighlightColor; - uniform float _MetalHighlightContrast; - uniform float _MetalContrast; - uniform float4 _MetalColor; - uniform float _MetalFade; - uniform sampler2D _MetalMask; - uniform float4 _MetalMask_ST; - #endif - #ifdef _ENABLEFROZEN_ON - uniform float _FrozenContrast; - uniform float4 _FrozenTint; - uniform float _FrozenSnowContrast; - uniform float4 _FrozenSnowColor; - uniform float _FrozenSnowDensity; - uniform float2 _FrozenSnowScale; - uniform float _FrozenHighlightDensity; - uniform float2 _FrozenHighlightDistortionSpeed; - uniform float2 _FrozenHighlightDistortionScale; - uniform float2 _FrozenHighlightDistortion; - uniform float2 _FrozenHighlightSpeed; - uniform float2 _FrozenHighlightScale; - uniform float4 _FrozenHighlightColor; - uniform float _FrozenHighlightContrast; - uniform float _FrozenFade; - #endif - #ifdef _ENABLEBURN_ON - uniform float _BurnInsideContrast; - uniform float4 _BurnInsideNoiseColor; - uniform float _BurnInsideNoiseFactor; - uniform float2 _BurnSwirlNoiseScale; - uniform float _BurnSwirlFactor; - uniform float2 _BurnInsideNoiseScale; - uniform float4 _BurnInsideColor; - uniform float _BurnRadius; - uniform float2 _BurnPosition; - uniform float2 _BurnEdgeNoiseScale; - uniform float _BurnEdgeNoiseFactor; - uniform float _BurnWidth; - uniform float4 _BurnEdgeColor; - uniform float _BurnFade; - #endif - #ifdef _ENABLERAINBOW_ON - uniform float2 _RainbowCenter; - uniform float2 _RainbowNoiseScale; - uniform float _RainbowNoiseFactor; - uniform float _RainbowDensity; - uniform float _RainbowSpeed; - uniform float _RainbowSaturation; - uniform float _RainbowBrightness; - uniform float _RainbowContrast; - uniform float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - uniform float _ShineSaturation; - uniform float _ShineContrast; - uniform float4 _ShineColor; - uniform float _ShineRotation; - uniform float _ShineFrequency; - uniform float _ShineSpeed; - uniform float _ShineWidth; - uniform float _ShineSmooth; - uniform float _ShineFade; - uniform sampler2D _ShineMask; - uniform float4 _ShineMask_ST; - #endif - #ifdef _ENABLEPOISON_ON - uniform float2 _PoisonNoiseSpeed; - uniform float2 _PoisonNoiseScale; - uniform float _PoisonShiftSpeed; - uniform float _PoisonDensity; - uniform float4 _PoisonColor; - uniform float _PoisonFade; - uniform float _PoisonNoiseBrightness; - uniform float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - uniform float4 _EnchantedLowColor; - uniform float4 _EnchantedHighColor; - uniform float2 _EnchantedSpeed; - uniform float2 _EnchantedScale; - uniform float _EnchantedRainbowDensity; - uniform float _EnchantedRainbowSpeed; - uniform float _EnchantedRainbowSaturation; - uniform float _EnchantedContrast; - uniform float _EnchantedBrightness; - uniform float _EnchantedReduce; - uniform float _EnchantedFade; - #endif - #ifdef _ENABLESHIFTING_ON - uniform float4 _ShiftingColorA; - uniform float4 _ShiftingColorB; - uniform float _ShiftingSpeed; - uniform float _ShiftingDensity; - uniform float _ShiftingBrightness; - uniform float _ShiftingSaturation; - uniform float _ShiftingContrast; - uniform float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - uniform sampler2D _TextureLayer1Texture; - uniform float2 _TextureLayer1Scale; - uniform float2 _TextureLayer1Offset; - uniform float2 _TextureLayer1ScrollSpeed; - uniform float _TextureLayer1EdgeClip; - #endif - uniform int _TextureLayer1Columns; - uniform int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float _TextureLayer1Speed; - #endif - uniform int _TextureLayer1StartFrame; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float4 _TextureLayer1Color; - uniform float _TextureLayer1Contrast; - uniform float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - uniform sampler2D _TextureLayer2Texture; - uniform float2 _TextureLayer2Scale; - uniform float2 _TextureLayer2Offset; - uniform float2 _TextureLayer2ScrollSpeed; - uniform float _TextureLayer2EdgeClip; - #endif - uniform int _TextureLayer2Columns; - uniform int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float _TextureLayer2Speed; - #endif - uniform int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float4 _TextureLayer2Color; - uniform float _TextureLayer2Contrast; - uniform float _TextureLayer2Fade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - uniform float _FullAlphaDissolveFade; - uniform float _FullAlphaDissolveWidth; - uniform float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - uniform float4 _FullGlowDissolveEdgeColor; - uniform float2 _FullGlowDissolveNoiseScale; - uniform float _FullGlowDissolveFade; - uniform float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - uniform float _SourceAlphaDissolveInvert; - uniform float _SourceAlphaDissolveFade; - uniform float2 _SourceAlphaDissolvePosition; - uniform float2 _SourceAlphaDissolveNoiseScale; - uniform float _SourceAlphaDissolveNoiseFactor; - uniform float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - uniform float2 _SourceGlowDissolvePosition; - uniform float2 _SourceGlowDissolveNoiseScale; - uniform float _SourceGlowDissolveNoiseFactor; - uniform float _SourceGlowDissolveFade; - uniform float _SourceGlowDissolveWidth; - uniform float4 _SourceGlowDissolveEdgeColor; - uniform float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - uniform float _DirectionalAlphaFadeInvert; - uniform float _DirectionalAlphaFadeRotation; - uniform float _DirectionalAlphaFadeFade; - uniform float2 _DirectionalAlphaFadeNoiseScale; - uniform float _DirectionalAlphaFadeNoiseFactor; - uniform float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - uniform float4 _DirectionalGlowFadeEdgeColor; - uniform float _DirectionalGlowFadeInvert; - uniform float _DirectionalGlowFadeRotation; - uniform float _DirectionalGlowFadeFade; - uniform float2 _DirectionalGlowFadeNoiseScale; - uniform float _DirectionalGlowFadeNoiseFactor; - uniform float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEHALFTONE_ON - uniform float _HalftoneInvert; - uniform float _HalftoneTiling; - uniform float _HalftoneFade; - uniform float2 _HalftonePosition; - uniform float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEADDCOLOR_ON - uniform float4 _AddColorColor; - uniform sampler2D _AddColorMask; - uniform float4 _AddColorMask_ST; - uniform float _AddColorContrast; - uniform float _AddColorFade; - #endif - #ifdef _ENABLEALPHATINT_ON - uniform float4 _AlphaTintColor; - uniform float _AlphaTintMinAlpha; - uniform float _AlphaTintFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - uniform float4 _StrongTintTint; - uniform sampler2D _StrongTintMask; - uniform float4 _StrongTintMask_ST; - uniform float _StrongTintContrast; - uniform float _StrongTintFade; - #endif - #ifdef _ENABLESHADOW_ON - uniform float4 _ShadowColor; - uniform float _ShadowFade; - uniform float2 _ShadowOffset; - #endif - uniform sampler2D _NormalMap; - uniform float _NormalIntensity; - #ifdef _EMISSIONTOGGLE_ON - uniform float4 _EmissionTint; - uniform sampler2D _EmissionMap; - #endif - uniform float _Metallic; - #ifdef _METALLICMAPTOGGLE_ON - uniform sampler2D _MetallicMap; - #endif - uniform float _Smoothness; - uniform float _AlphaClip; - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - v2f VertexFunction(appdata v) - { - UNITY_SETUP_INSTANCE_ID(v); - v2f o; - UNITY_INITIALIZE_OUTPUT(v2f, o); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = UnityObjectToClipPos(v.vertex); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit * - appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = mul(unity_ObjectToWorld, float4((v.vertex).xyz, 1)).xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((v.vertex.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), - length(unity_ObjectToWorld[2].xyz)); - float2 texCoord23_g11669 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((v.vertex.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord9.xy = v.ase_texcoord.xy; - o.ase_texcoord10 = v.vertex; - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord9.zw = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.vertex.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3(staticSwitch142, 0.0); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.vertex.xyz = vertexValue; - #else - v.vertex.xyz += vertexValue; - #endif - v.vertex.w = 1; - v.normal = v.normal; - v.tangent = v.tangent; - - o.pos = UnityObjectToClipPos(v.vertex); - float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; - fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); - fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); - fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; - fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; - o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); - o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); - o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); - - #ifdef DYNAMICLIGHTMAP_ON - o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; - #endif - #ifdef LIGHTMAP_ON - o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; - #endif - - #ifndef LIGHTMAP_ON - #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL - o.sh = 0; - #ifdef VERTEXLIGHT_ON - o.sh += Shade4PointLights( - unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, - unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, - unity_4LightAtten0, worldPos, worldNormal); - #endif - o.sh = ShadeSHPerVertex(worldNormal, o.sh); - #endif - #endif - - #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); - #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if UNITY_VERSION >= 201710 - UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); - #else - TRANSFER_SHADOW(o); - #endif - #endif - - #ifdef ASE_FOG - UNITY_TRANSFER_FOG(o, o.pos); - #endif - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - o.screenPos = ComputeScreenPos(o.pos); - #endif - return o; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 vertex : INTERNALTESSPOS; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(appdata v) - { - VertexControl o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - o.vertex = v.vertex; - o.tangent = v.tangent; - o.normal = v.normal; - o.texcoord1 = v.texcoord1; - o.texcoord2 = v.texcoord2; - o.ase_texcoord = v.ase_texcoord; - o.ase_color = v.ase_color; - return o; - } - - TessellationFactors TessellationFunction(InputPatch v) - { - TessellationFactors o; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M -, _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, UNITY_MATRIX_M -, _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M -, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - o.edge [0] = tf.x; o.edge [1] = tf.y; o.edge [2] = tf.z; o.inside= tf.w; - return o; + Properties + { + _MainTex( "MainTex", 2D ) = "white" {} + _AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0.5 + _NormalMap( "Normal Map", 2D ) = "bump" {} + _NormalIntensity( "Normal Intensity", Float ) = 1 + _Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.5 + _Metallic( "Metallic", Range( 0, 1 ) ) = 0 + [Toggle( _METALLICMAPTOGGLE_ON )] _MetallicMapToggle( "Metallic Map Toggle", Float ) = 0 + _MetallicMap( "Metallic Map", 2D ) = "white" {} + [Toggle( _EMISSIONTOGGLE_ON )] _EmissionToggle( "Emission Toggle", Float ) = 0 + [HDR] _EmissionTint( "Emission Tint", Color ) = ( 2.996078, 0.1568628, 0.1568628, 0 ) + _EmissionMap( "Emission Map", 2D ) = "white" {} + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 + //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 + //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 + //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 + //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 + //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 + //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 + + //_InstancedTerrainNormals("Specular Highlights", Float) = 1.0 + } + + SubShader + { + + + + + Tags { "RenderType"="Opaque" "Queue"="Geometry" "DisableBatching"="False" } + + LOD 0 + + Cull Off + AlphaToMask Off + ZWrite On + ZTest LEqual + ColorMask RGBA + + + + Blend Off + + + CGINCLUDE + #pragma target 3.5 + + float4 FixedTess( float tessValue ) + { + return tessValue; } - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - v2f DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - appdata o = (appdata)0; - o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; - o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; - o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; - o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; - o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord - * bary.z; - o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot( - patch[i].vertex.xyz, patch[i].normal)); - float phongStrength = _TessPhongStrength; - o.vertex.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength) * o.vertex -.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], o); - return VertexFunction (o); + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; } - #else - v2f vert(appdata v) - { - return VertexFunction(v); - } - #endif - fixed4 frag(v2f IN - #ifdef _DEPTHOFFSET_ON - , out float outputDepth : SV_Depth - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } - #ifdef LOD_FADE_CROSSFADE - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - #endif + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } - #if defined(_SPECULAR_SETUP) - SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; - #else - SurfaceOutputStandard o = (SurfaceOutputStandard)0; - #endif - float3 WorldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x); - float3 WorldBiTangent = float3(IN.tSpace0.y, IN.tSpace1.y, IN.tSpace2.y); - float3 WorldNormal = float3(IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z); - float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w); - float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) - #else - half atten = 1; - #endif - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - float4 ScreenPos = IN.screenPos; - #endif + float DistanceFromPlane (float3 pos, float4 plane) + { + float d = dot (float4(pos,1.0f), plane); + return d; + } - float2 texCoord363 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit * - appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((worldPos).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(unity_WorldToObject, float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1), - (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), - length(unity_ObjectToWorld[2].xyz)); - float2 texCoord23_g11669 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (worldPos).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)). - r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * - _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * - _DirectionalDistortionRandomDirection) * - UNITY_PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * UNITY_PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + worldPos.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)). - r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) - * - UNITY_PI) * _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) * - temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow(clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(worldPos.x, worldPos.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow( - saferPower57_g11805, - (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), - _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), - 1.0)), 0.0001), max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + - break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * - temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11782) * _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11810)))). - rgb * - temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0, -1)) * temp_output_25_0_g11810))).a, - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, 0.705)) - * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0.705, -0.705)) * temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(-0.705, -0.705)) * temp_output_25_0_g11810))).a) * - 3.0), 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * - temp_output_39_0_g11773)))).rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max( - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * - float2(0, -1)) * - temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * - float2(0, 1)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * - float2(-1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11787))).a) * 3.0), 1.0), - temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), - max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + worldPos.y) - / temp_output_44_0_g11815) * _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + - break2_g11820.z) / 6.0) * - _GlitchBrightness * hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * - _CamouflageDistortionSpeed) + - temp_output_99_0_g11852) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + - break2_g11855.y + break2_g11855.y + - break2_g11855.z) / 6.0), 0.0001), - max(_CamouflageContrast, 0.0001))), _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, -(((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + (( - temp_output_59_0_g11845 * - _MetalNoiseSpeed) + temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / max( - _MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + (( - temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + - temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), max(_FrozenContrast, 0.0001)) * - (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * _BurnSwirlFactor) + - temp_output_72_0_g11831) * _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, -1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * UNITY_PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - UNITY_PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - UNITY_PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = IN.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) + { + float4 planeTest; + planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); + return !all (planeTest); + } - float2 temp_output_11_0_g11915 = finalUV146; + float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) + { + float3 f; + f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); + f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); + f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); - #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b)); - float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915); - float3 appendResult18_g11915 = ( - float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b)); - float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a); - #else - float3 staticSwitch13_g11915 = float3(0, 0, 0); - #endif + return CalcTriEdgeTessFactors (f); + } - #ifdef _METALLICMAPTOGGLE_ON - float4 tex2DNode7_g11915 = tex2D(_MetallicMap, temp_output_11_0_g11915); - float staticSwitch23_g11915 = (tex2DNode7_g11915.r * _Metallic); - #else - float staticSwitch23_g11915 = _Metallic; - #endif + float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + return tess; + } - #ifdef _METALLICMAPTOGGLE_ON - float staticSwitch22_g11915 = (_Smoothness * tex2DNode7_g11915.r); - #else - float staticSwitch22_g11915 = _Smoothness; - #endif + float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; - o.Albedo = temp_output_340_0.rgb; - o.Normal = UnpackScaleNormal(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity); - o.Emission = staticSwitch13_g11915; - #if defined(_SPECULAR_SETUP) - o.Specular = fixed3(0, 0, 0); - #else - o.Metallic = staticSwitch23_g11915; - #endif - o.Smoothness = staticSwitch22_g11915; - o.Occlusion = 1; - o.Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - float AlphaClipThresholdShadow = 0.5; - float3 BakedGI = 0; - float3 RefractionColor = 1; - float RefractionIndex = 1; - float3 Transmission = 1; - float3 Translucency = 1; - - #ifdef _ALPHATEST_ON - clip(o.Alpha - AlphaClipThreshold); - #endif - - #ifdef _DEPTHOFFSET_ON - outputDepth = IN.pos.z; - #endif - - #ifndef USING_DIRECTIONAL_LIGHT - fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); - #else - fixed3 lightDir = _WorldSpaceLightPos0.xyz; - #endif - - fixed4 c = 0; - float3 worldN; - worldN.x = dot(IN.tSpace0.xyz, o.Normal); - worldN.y = dot(IN.tSpace1.xyz, o.Normal); - worldN.z = dot(IN.tSpace2.xyz, o.Normal); - worldN = normalize(worldN); - o.Normal = worldN; - - UnityGI gi; - UNITY_INITIALIZE_OUTPUT(UnityGI, gi); - gi.indirect.diffuse = 0; - gi.indirect.specular = 0; - gi.light.color = _LightColor0.rgb; - gi.light.dir = lightDir; - - UnityGIInput giInput; - UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); - giInput.light = gi.light; - giInput.worldPos = worldPos; - giInput.worldViewDir = worldViewDir; - giInput.atten = atten; - #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) - giInput.lightmapUV = IN.lmap; - #else - giInput.lightmapUV = 0.0; - #endif - #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL - giInput.ambient = IN.sh; - #else - giInput.ambient.rgb = 0.0; - #endif - giInput.probeHDR[0] = unity_SpecCube0_HDR; - giInput.probeHDR[1] = unity_SpecCube1_HDR; - #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) - giInput.boxMin[0] = unity_SpecCube0_BoxMin; - #endif - #ifdef UNITY_SPECCUBE_BOX_PROJECTION - giInput.boxMax[0] = unity_SpecCube0_BoxMax; - giInput.probePosition[0] = unity_SpecCube0_ProbePosition; - giInput.boxMax[1] = unity_SpecCube1_BoxMax; - giInput.boxMin[1] = unity_SpecCube1_BoxMin; - giInput.probePosition[1] = unity_SpecCube1_ProbePosition; - #endif - - #if defined(_SPECULAR_SETUP) - LightingStandardSpecular_GI(o, giInput, gi); - #else - LightingStandard_GI(o, giInput, gi); - #endif - - #ifdef ASE_BAKEDGI - gi.indirect.diffuse = BakedGI; - #endif - - #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) - gi.indirect.diffuse = 0; - #endif - - #if defined(_SPECULAR_SETUP) - c += LightingStandardSpecular(o, worldViewDir, gi); - #else - c += LightingStandard(o, worldViewDir, gi); - #endif - - #ifdef ASE_TRANSMISSION - { - float shadow = _TransmissionShadow; - #ifdef DIRECTIONAL - float3 lightAtten = lerp(_LightColor0.rgb, gi.light.color, shadow); - #else - float3 lightAtten = gi.light.color; - #endif - half3 transmission = max(0, -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; - c.rgb += o.Albedo * transmission; + if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + { + tess = 0.0f; } - #endif - - #ifdef ASE_TRANSLUCENCY - { - float shadow = _TransShadow; - float normal = _TransNormal; - float scattering = _TransScattering; - float direct = _TransDirect; - float ambient = _TransAmbient; - float strength = _TransStrength; - - #ifdef DIRECTIONAL - float3 lightAtten = lerp(_LightColor0.rgb, gi.light.color, shadow); - #else - float3 lightAtten = gi.light.color; - #endif - half3 lightDir = gi.light.dir + o.Normal * normal; - half transVdotL = pow(saturate(dot(worldViewDir, -lightDir)), scattering); - half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; - c.rgb += o.Albedo * translucency * strength; + else + { + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; } - #endif - - //#ifdef ASE_REFRACTION - // float4 projScreenPos = ScreenPos / ScreenPos.w; - // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); - // projScreenPos.xy += refractionOffset.xy; - // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; - // color.rgb = lerp( refraction, color.rgb, color.a ); - // color.a = 1; - //#endif - - c.rgb += o.Emission; - - #ifdef ASE_FOG - UNITY_APPLY_FOG(IN.fogCoord, c); - #endif - return c; - } - ENDCG - } - - - Pass - { - - Name "ForwardAdd" - Tags - { - "LightMode"="ForwardAdd" - } - ZWrite Off - Blend One One - - CGPROGRAM - #define ASE_NEEDS_FRAG_SHADOWCOORDS - #pragma multi_compile_instancing - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_ON 1 - #define ASE_VERSION 19801 - - #pragma vertex vert - #pragma fragment frag - #pragma skip_variants INSTANCING_ON - #pragma multi_compile_fwdadd_fullshadows - #ifndef UNITY_PASS_FORWARDADD - #define UNITY_PASS_FORWARDADD - #endif - #include "HLSLSupport.cginc" - #if !defined( UNITY_INSTANCED_LOD_FADE ) - #define UNITY_INSTANCED_LOD_FADE - #endif - #if !defined( UNITY_INSTANCED_SH ) - #define UNITY_INSTANCED_SH - #endif - #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) - #define UNITY_INSTANCED_LIGHTMAPSTS - #endif - #include "UnityShaderVariables.cginc" - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "UnityPBSLighting.cginc" - #include "AutoLight.cginc" - - #include "UnityStandardUtils.cginc" - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_SCREEN_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON - #pragma shader_feature _METALLICMAPTOGGLE_ON - - struct appdata - { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f - { - #if UNITY_VERSION >= 201810 - UNITY_POSITION (pos); - #else - float4 pos : SV_POSITION; - #endif - #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_LIGHTING_COORDS (1,2) - #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if UNITY_VERSION >= 201710 - UNITY_SHADOW_COORDS (1) - #else - SHADOW_COORDS ( - 1 - ) - #endif - #endif - #ifdef ASE_FOG - UNITY_FOG_COORDS ( - 3 - ) - #endif - float4 tSpace0 : TEXCOORD5; - float4 tSpace1 : TEXCOORD6; - float4 tSpace2 : TEXCOORD7; - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - float4 screenPos : TEXCOORD8; - #endif - float4 ase_texcoord9 : TEXCOORD9; - float4 ase_texcoord10 : TEXCOORD10; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishStretch; - #endif - #ifdef _ENABLESCREENTILING_ON - uniform float2 _ScreenTilingScale; - uniform float2 _ScreenTilingOffset; - uniform float _ScreenTilingPixelsPerUnit; - #endif - uniform sampler2D _MainTex; - float4 _MainTex_TexelSize; - #ifdef _ENABLEWORLDTILING_ON - uniform float2 _WorldTilingScale; - uniform float2 _WorldTilingOffset; - uniform float _WorldTilingPixelsPerUnit; - #endif - #ifdef _SPRITESHEETFIX_ON - uniform float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishFade; - uniform float _SquishFlip; - uniform float _SquishSquish; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - uniform float _TimeValue; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - uniform float UnscaledTime; - #endif - #ifdef _TOGGLETIMESPEED_ON - uniform float _TimeSpeed; - #endif - #ifdef _TOGGLETIMEFPS_ON - uniform float _TimeFPS; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - uniform float _TimeFrequency; - uniform float _TimeRange; - #endif - #ifdef _ENABLESINEMOVE_ON - uniform float2 _SineMoveFrequency; - uniform float2 _SineMoveOffset; - uniform float _SineMoveFade; - #endif - #ifdef _ENABLEVIBRATE_ON - uniform float _VibrateFrequency; - uniform float _VibrateOffset; - uniform float _VibrateFade; - uniform float _VibrateRotation; - #endif - #ifdef _ENABLESINESCALE_ON - uniform float _SineScaleFrequency; - uniform float2 _SineScaleFactor; - #endif - uniform float _FadingFade; - #ifdef _SHADERFADING_MASK - uniform sampler2D _FadingMask; - uniform float4 _FadingMask_ST; - #endif - uniform float _FadingWidth; - uniform sampler2D _UberNoiseTexture; - uniform float _PixelsPerUnit; - #ifdef _SHADERSPACE_UI_GRAPHIC - uniform float _RectWidth; - uniform float _RectHeight; - #endif - uniform float _ScreenWidthUnits; - uniform float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - uniform float2 _FadingPosition; - uniform float _FadingNoiseFactor; - #endif - #ifdef _ENABLEWIND_ON - uniform float _WindRotationWindFactor; - uniform float WindMinIntensity; - uniform float _WindMinIntensity; - uniform float WindMaxIntensity; - uniform float _WindMaxIntensity; - uniform float _WindXPosition; - uniform float WindNoiseScale; - uniform float _WindNoiseScale; - uniform float WindTime; - uniform float _WindNoiseSpeed; - uniform float _WindRotation; - uniform float _WindMaxRotation; - uniform float _WindFlip; - uniform float _WindSquishFactor; - uniform float _WindSquishWindFactor; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - uniform float _FullDistortionFade; - uniform float2 _FullDistortionNoiseScale; - uniform float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - uniform float2 _DirectionalDistortionDistortionScale; - uniform float _DirectionalDistortionRandomDirection; - uniform float2 _DirectionalDistortionDistortion; - uniform float _DirectionalDistortionInvert; - uniform float _DirectionalDistortionRotation; - uniform float _DirectionalDistortionFade; - uniform float2 _DirectionalDistortionNoiseScale; - uniform float _DirectionalDistortionNoiseFactor; - uniform float _DirectionalDistortionWidth; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float _HologramDistortionSpeed; - uniform float _HologramDistortionDensity; - uniform float _HologramDistortionScale; - uniform float _HologramDistortionOffset; - uniform float _HologramFade; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float2 _GlitchDistortionSpeed; - uniform float2 _GlitchDistortionScale; - uniform float2 _GlitchDistortion; - uniform float2 _GlitchMaskSpeed; - uniform float2 _GlitchMaskScale; - uniform float _GlitchMaskMin; - uniform float _GlitchFade; - #endif - #ifdef _ENABLEUVDISTORT_ON - uniform float2 _UVDistortFrom; - uniform float2 _UVDistortTo; - uniform float2 _UVDistortSpeed; - uniform float2 _UVDistortNoiseScale; - uniform float _UVDistortFade; - uniform sampler2D _UVDistortMask; - uniform float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESQUEEZE_ON - uniform float2 _SqueezeCenter; - uniform float _SqueezePower; - uniform float2 _SqueezeScale; - uniform float _SqueezeFade; - #endif - #ifdef _ENABLESINEROTATE_ON - uniform float _SineRotateFrequency; - uniform float _SineRotateAngle; - uniform float _SineRotateFade; - uniform float2 _SineRotatePivot; - #endif - #ifdef _ENABLEUVROTATE_ON - uniform float _UVRotateSpeed; - uniform float2 _UVRotatePivot; - #endif - #ifdef _ENABLEUVSCROLL_ON - uniform float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEPIXELATE_ON - uniform float _PixelatePixelDensity; - uniform float _PixelatePixelsPerUnit; - uniform float _PixelateFade; - #endif - #ifdef _ENABLEUVSCALE_ON - uniform float2 _UVScalePivot; - uniform float2 _UVScaleScale; - #endif - #ifdef _ENABLEWIGGLE_ON - uniform float _WiggleFrequency; - uniform float _WiggleSpeed; - uniform float _WiggleOffset; - uniform float _WiggleFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - uniform float _GaussianBlurOffset; - uniform float _GaussianBlurFade; - #endif - #ifdef _ENABLESHARPEN_ON - uniform float _SharpenOffset; - uniform float _SharpenFactor; - uniform float _SharpenFade; - #endif - #ifdef _ENABLESMOKE_ON - uniform float _SmokeVertexSeed; - uniform float _SmokeNoiseScale; - uniform float _SmokeNoiseFactor; - uniform float _SmokeSmoothness; - uniform float _SmokeDarkEdge; - uniform float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - uniform sampler2D _CustomFadeFadeMask; - uniform float2 _CustomFadeNoiseScale; - uniform float _CustomFadeNoiseFactor; - uniform float _CustomFadeSmoothness; - uniform float _CustomFadeAlpha; - #endif - #ifdef _ENABLECHECKERBOARD_ON - uniform float _CheckerboardDarken; - uniform float _CheckerboardTiling; - #endif - #ifdef _ENABLEFLAME_ON - uniform float2 _FlameSpeed; - uniform float2 _FlameNoiseScale; - uniform float _FlameNoiseHeightFactor; - uniform float _FlameNoiseFactor; - uniform float _FlameRadius; - uniform float _FlameSmooth; - uniform float _FlameBrightness; - #endif - #ifdef _ENABLERECOLORRGB_ON - uniform float4 _RecolorRGBRedTint; - uniform sampler2D _RecolorRGBTexture; - uniform float4 _RecolorRGBGreenTint; - uniform float4 _RecolorRGBBlueTint; - uniform float _RecolorRGBFade; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - uniform sampler2D _RecolorRGBYCPTexture; - uniform float4 _RecolorRGBYCPPurpleTint; - uniform float4 _RecolorRGBYCPBlueTint; - uniform float4 _RecolorRGBYCPCyanTint; - uniform float4 _RecolorRGBYCPGreenTint; - uniform float4 _RecolorRGBYCPYellowTint; - uniform float4 _RecolorRGBYCPRedTint; - uniform float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLECOLORREPLACE_ON - uniform float4 _ColorReplaceFromColor; - uniform float _ColorReplaceContrast; - uniform float4 _ColorReplaceToColor; - uniform float _ColorReplaceSmoothness; - uniform float _ColorReplaceRange; - uniform float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - uniform float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - uniform float _Contrast; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - uniform float _Brightness; - #endif - #ifdef _ENABLEHUE_ON - uniform float _Hue; - #endif - #ifdef _ENABLESPLITTONING_ON - uniform float4 _SplitToningShadowsColor; - uniform float4 _SplitToningHighlightsColor; - uniform float _SplitToningShift; - uniform float _SplitToningBalance; - uniform float _SplitToningContrast; - uniform float _SplitToningFade; - #endif - #ifdef _ENABLEBLACKTINT_ON - uniform float4 _BlackTintColor; - uniform float _BlackTintPower; - uniform float _BlackTintFade; - #endif - #ifdef _ENABLEINKSPREAD_ON - uniform float4 _InkSpreadColor; - uniform float _InkSpreadContrast; - uniform float _InkSpreadFade; - uniform float _InkSpreadDistance; - uniform float2 _InkSpreadPosition; - uniform float2 _InkSpreadNoiseScale; - uniform float _InkSpreadNoiseFactor; - uniform float _InkSpreadWidth; - #endif - #ifdef _ENABLESHIFTHUE_ON - uniform float _ShiftHueSpeed; - #endif - #ifdef _ENABLEADDHUE_ON - uniform float _AddHueSpeed; - uniform float _AddHueSaturation; - uniform float _AddHueBrightness; - uniform float _AddHueContrast; - uniform float _AddHueFade; - uniform sampler2D _AddHueMask; - uniform float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - uniform float _SineGlowContrast; - uniform float4 _SineGlowColor; - uniform sampler2D _SineGlowMask; - uniform float4 _SineGlowMask_ST; - uniform float _SineGlowFade; - uniform float _SineGlowFrequency; - uniform float _SineGlowMax; - uniform float _SineGlowMin; - #endif - #ifdef _ENABLESATURATION_ON - uniform float _Saturation; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - uniform float4 _InnerOutlineColor; - uniform sampler2D _InnerOutlineTintTexture; - uniform float2 _InnerOutlineTextureSpeed; - uniform float _InnerOutlineFade; - uniform float2 _InnerOutlineNoiseSpeed; - uniform float2 _InnerOutlineNoiseScale; - uniform float2 _InnerOutlineDistortionIntensity; - uniform float _InnerOutlineWidth; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - uniform float4 _OuterOutlineColor; - uniform sampler2D _OuterOutlineTintTexture; - uniform float2 _OuterOutlineTextureSpeed; - uniform float _OuterOutlineFade; - uniform float2 _OuterOutlineNoiseSpeed; - uniform float2 _OuterOutlineNoiseScale; - uniform float2 _OuterOutlineDistortionIntensity; - uniform float _OuterOutlineWidth; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - uniform float4 _PixelOutlineColor; - uniform sampler2D _PixelOutlineTintTexture; - uniform float2 _PixelOutlineTextureSpeed; - uniform float _PixelOutlineFade; - uniform float _PixelOutlineAlphaLimit; - uniform float _PixelOutlineWidth; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - uniform float4 _PingPongGlowFrom; - uniform float4 _PingPongGlowTo; - uniform float _PingPongGlowFrequency; - uniform float _PingPongGlowFade; - uniform float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float4 _HologramTint; - uniform float _HologramContrast; - uniform float _HologramLineSpeed; - uniform float _HologramLineFrequency; - uniform float _HologramLineGap; - uniform float _HologramMinAlpha; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float _GlitchBrightness; - uniform float2 _GlitchNoiseSpeed; - uniform float2 _GlitchNoiseScale; - uniform float _GlitchHueSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - uniform float4 _CamouflageBaseColor; - uniform float4 _CamouflageColorA; - uniform float _CamouflageDensityA; - uniform float2 _CamouflageDistortionSpeed; - uniform float2 _CamouflageDistortionScale; - uniform float2 _CamouflageDistortionIntensity; - uniform float2 _CamouflageNoiseScaleA; - uniform float _CamouflageSmoothnessA; - uniform float4 _CamouflageColorB; - uniform float _CamouflageDensityB; - uniform float2 _CamouflageNoiseScaleB; - uniform float _CamouflageSmoothnessB; - uniform float _CamouflageContrast; - uniform float _CamouflageFade; - #endif - #ifdef _ENABLEMETAL_ON - uniform float _MetalHighlightDensity; - uniform float2 _MetalNoiseDistortionSpeed; - uniform float2 _MetalNoiseDistortionScale; - uniform float2 _MetalNoiseDistortion; - uniform float2 _MetalNoiseSpeed; - uniform float2 _MetalNoiseScale; - uniform float4 _MetalHighlightColor; - uniform float _MetalHighlightContrast; - uniform float _MetalContrast; - uniform float4 _MetalColor; - uniform float _MetalFade; - uniform sampler2D _MetalMask; - uniform float4 _MetalMask_ST; - #endif - #ifdef _ENABLEFROZEN_ON - uniform float _FrozenContrast; - uniform float4 _FrozenTint; - uniform float _FrozenSnowContrast; - uniform float4 _FrozenSnowColor; - uniform float _FrozenSnowDensity; - uniform float2 _FrozenSnowScale; - uniform float _FrozenHighlightDensity; - uniform float2 _FrozenHighlightDistortionSpeed; - uniform float2 _FrozenHighlightDistortionScale; - uniform float2 _FrozenHighlightDistortion; - uniform float2 _FrozenHighlightSpeed; - uniform float2 _FrozenHighlightScale; - uniform float4 _FrozenHighlightColor; - uniform float _FrozenHighlightContrast; - uniform float _FrozenFade; - #endif - #ifdef _ENABLEBURN_ON - uniform float _BurnInsideContrast; - uniform float4 _BurnInsideNoiseColor; - uniform float _BurnInsideNoiseFactor; - uniform float2 _BurnSwirlNoiseScale; - uniform float _BurnSwirlFactor; - uniform float2 _BurnInsideNoiseScale; - uniform float4 _BurnInsideColor; - uniform float _BurnRadius; - uniform float2 _BurnPosition; - uniform float2 _BurnEdgeNoiseScale; - uniform float _BurnEdgeNoiseFactor; - uniform float _BurnWidth; - uniform float4 _BurnEdgeColor; - uniform float _BurnFade; - #endif - #ifdef _ENABLERAINBOW_ON - uniform float2 _RainbowCenter; - uniform float2 _RainbowNoiseScale; - uniform float _RainbowNoiseFactor; - uniform float _RainbowDensity; - uniform float _RainbowSpeed; - uniform float _RainbowSaturation; - uniform float _RainbowBrightness; - uniform float _RainbowContrast; - uniform float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - uniform float _ShineSaturation; - uniform float _ShineContrast; - uniform float4 _ShineColor; - uniform float _ShineRotation; - uniform float _ShineFrequency; - uniform float _ShineSpeed; - uniform float _ShineWidth; - uniform float _ShineSmooth; - uniform float _ShineFade; - uniform sampler2D _ShineMask; - uniform float4 _ShineMask_ST; - #endif - #ifdef _ENABLEPOISON_ON - uniform float2 _PoisonNoiseSpeed; - uniform float2 _PoisonNoiseScale; - uniform float _PoisonShiftSpeed; - uniform float _PoisonDensity; - uniform float4 _PoisonColor; - uniform float _PoisonFade; - uniform float _PoisonNoiseBrightness; - uniform float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - uniform float4 _EnchantedLowColor; - uniform float4 _EnchantedHighColor; - uniform float2 _EnchantedSpeed; - uniform float2 _EnchantedScale; - uniform float _EnchantedRainbowDensity; - uniform float _EnchantedRainbowSpeed; - uniform float _EnchantedRainbowSaturation; - uniform float _EnchantedContrast; - uniform float _EnchantedBrightness; - uniform float _EnchantedReduce; - uniform float _EnchantedFade; - #endif - #ifdef _ENABLESHIFTING_ON - uniform float4 _ShiftingColorA; - uniform float4 _ShiftingColorB; - uniform float _ShiftingSpeed; - uniform float _ShiftingDensity; - uniform float _ShiftingBrightness; - uniform float _ShiftingSaturation; - uniform float _ShiftingContrast; - uniform float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - uniform sampler2D _TextureLayer1Texture; - uniform float2 _TextureLayer1Scale; - uniform float2 _TextureLayer1Offset; - uniform float2 _TextureLayer1ScrollSpeed; - uniform float _TextureLayer1EdgeClip; - #endif - uniform int _TextureLayer1Columns; - uniform int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float _TextureLayer1Speed; - #endif - uniform int _TextureLayer1StartFrame; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float4 _TextureLayer1Color; - uniform float _TextureLayer1Contrast; - uniform float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - uniform sampler2D _TextureLayer2Texture; - uniform float2 _TextureLayer2Scale; - uniform float2 _TextureLayer2Offset; - uniform float2 _TextureLayer2ScrollSpeed; - uniform float _TextureLayer2EdgeClip; - #endif - uniform int _TextureLayer2Columns; - uniform int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float _TextureLayer2Speed; - #endif - uniform int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float4 _TextureLayer2Color; - uniform float _TextureLayer2Contrast; - uniform float _TextureLayer2Fade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - uniform float _FullAlphaDissolveFade; - uniform float _FullAlphaDissolveWidth; - uniform float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - uniform float4 _FullGlowDissolveEdgeColor; - uniform float2 _FullGlowDissolveNoiseScale; - uniform float _FullGlowDissolveFade; - uniform float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - uniform float _SourceAlphaDissolveInvert; - uniform float _SourceAlphaDissolveFade; - uniform float2 _SourceAlphaDissolvePosition; - uniform float2 _SourceAlphaDissolveNoiseScale; - uniform float _SourceAlphaDissolveNoiseFactor; - uniform float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - uniform float2 _SourceGlowDissolvePosition; - uniform float2 _SourceGlowDissolveNoiseScale; - uniform float _SourceGlowDissolveNoiseFactor; - uniform float _SourceGlowDissolveFade; - uniform float _SourceGlowDissolveWidth; - uniform float4 _SourceGlowDissolveEdgeColor; - uniform float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - uniform float _DirectionalAlphaFadeInvert; - uniform float _DirectionalAlphaFadeRotation; - uniform float _DirectionalAlphaFadeFade; - uniform float2 _DirectionalAlphaFadeNoiseScale; - uniform float _DirectionalAlphaFadeNoiseFactor; - uniform float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - uniform float4 _DirectionalGlowFadeEdgeColor; - uniform float _DirectionalGlowFadeInvert; - uniform float _DirectionalGlowFadeRotation; - uniform float _DirectionalGlowFadeFade; - uniform float2 _DirectionalGlowFadeNoiseScale; - uniform float _DirectionalGlowFadeNoiseFactor; - uniform float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEHALFTONE_ON - uniform float _HalftoneInvert; - uniform float _HalftoneTiling; - uniform float _HalftoneFade; - uniform float2 _HalftonePosition; - uniform float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEADDCOLOR_ON - uniform float4 _AddColorColor; - uniform sampler2D _AddColorMask; - uniform float4 _AddColorMask_ST; - uniform float _AddColorContrast; - uniform float _AddColorFade; - #endif - #ifdef _ENABLEALPHATINT_ON - uniform float4 _AlphaTintColor; - uniform float _AlphaTintMinAlpha; - uniform float _AlphaTintFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - uniform float4 _StrongTintTint; - uniform sampler2D _StrongTintMask; - uniform float4 _StrongTintMask_ST; - uniform float _StrongTintContrast; - uniform float _StrongTintFade; - #endif - #ifdef _ENABLESHADOW_ON - uniform float4 _ShadowColor; - uniform float _ShadowFade; - uniform float2 _ShadowOffset; - #endif - uniform sampler2D _NormalMap; - uniform float _NormalIntensity; - #ifdef _EMISSIONTOGGLE_ON - uniform float4 _EmissionTint; - uniform sampler2D _EmissionMap; - #endif - uniform float _Metallic; - #ifdef _METALLICMAPTOGGLE_ON - uniform sampler2D _MetallicMap; - #endif - uniform float _Smoothness; - uniform float _AlphaClip; - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - v2f VertexFunction(appdata v) - { - UNITY_SETUP_INSTANCE_ID(v); - v2f o; - UNITY_INITIALIZE_OUTPUT(v2f, o); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = UnityObjectToClipPos(v.vertex); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit * - appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = mul(unity_ObjectToWorld, float4((v.vertex).xyz, 1)).xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((v.vertex.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), - length(unity_ObjectToWorld[2].xyz)); - float2 texCoord23_g11669 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((v.vertex.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord9.xy = v.ase_texcoord.xy; - o.ase_texcoord10 = v.vertex; - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord9.zw = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.vertex.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3(staticSwitch142, 0.0); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.vertex.xyz = vertexValue; - #else - v.vertex.xyz += vertexValue; - #endif - v.vertex.w = 1; - v.normal = v.normal; - v.tangent = v.tangent; - - o.pos = UnityObjectToClipPos(v.vertex); - float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; - fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); - fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); - fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; - fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; - o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); - o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); - o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); - - #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); - #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if UNITY_VERSION >= 201710 - UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); - #else - TRANSFER_SHADOW(o); - #endif - #endif - - #ifdef ASE_FOG - UNITY_TRANSFER_FOG(o, o.pos); - #endif - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - o.screenPos = ComputeScreenPos(o.pos); - #endif - return o; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 vertex : INTERNALTESSPOS; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(appdata v) - { - VertexControl o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - o.vertex = v.vertex; - o.tangent = v.tangent; - o.normal = v.normal; - o.texcoord1 = v.texcoord1; - o.texcoord2 = v.texcoord2; - o.ase_texcoord = v.ase_texcoord; - o.ase_color = v.ase_color; - return o; - } - - TessellationFactors TessellationFunction(InputPatch v) - { - TessellationFactors o; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M -, _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, UNITY_MATRIX_M -, _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M -, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - o.edge [0] = tf.x; o.edge [1] = tf.y; o.edge [2] = tf.z; o.inside= tf.w; - return o; + return tess; } - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - v2f DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - appdata o = (appdata)0; - o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; - o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; - o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; - o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; - o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord - * bary.z; - o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot( - patch[i].vertex.xyz, patch[i].normal)); - float phongStrength = _TessPhongStrength; - o.vertex.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength) * o.vertex -.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], o); - return VertexFunction (o); + float4 ComputeClipSpacePosition( float2 screenPosNorm, float deviceDepth ) + { + float4 positionCS = float4( screenPosNorm * 2.0 - 1.0, deviceDepth, 1.0 ); + #if UNITY_UV_STARTS_AT_TOP + positionCS.y = -positionCS.y; + #endif + return positionCS; } - #else - v2f vert(appdata v) - { - return VertexFunction(v); - } - #endif + ENDCG - fixed4 frag(v2f IN - #ifdef _DEPTHOFFSET_ON - , out float outputDepth : SV_Depth - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); + + Pass + { + + Name "ForwardBase" + Tags { "LightMode"="ForwardBase" } - #ifdef LOD_FADE_CROSSFADE - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - #endif + Blend One Zero - #if defined(_SPECULAR_SETUP) - SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; - #else - SurfaceOutputStandard o = (SurfaceOutputStandard)0; - #endif - float3 WorldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x); - float3 WorldBiTangent = float3(IN.tSpace0.y, IN.tSpace1.y, IN.tSpace2.y); - float3 WorldNormal = float3(IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z); - float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w); - float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) - #else - half atten = 1; - #endif - #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) - float4 ScreenPos = IN.screenPos; - #endif + CGPROGRAM + #define ASE_GEOMETRY + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG + #define ASE_VERSION 19905 + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + #ifndef UNITY_PASS_FORWARDBASE + #define UNITY_PASS_FORWARDBASE + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON - float2 texCoord363 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit * - appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((worldPos).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(unity_WorldToObject, float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3( - (appendResult27_g11671 + - temp_output_1_0_g11671), 0.0), - float3(0, 0, 1), - (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), - length(unity_ObjectToWorld[2].xyz)); - float2 texCoord23_g11669 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (worldPos).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * - _FullDistortionNoiseScale)). - r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * - _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * - _DirectionalDistortionRandomDirection) * UNITY_PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * UNITY_PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * - _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + worldPos.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * - shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * - temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * - UNITY_PI) * _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) * - temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, -(clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow(clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(worldPos.x, worldPos.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + - temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow( - saferPower57_g11805, - (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow( - max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), - _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), - 1.0)), 0.0001), max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + - break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * - temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11782) * _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - -0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) - * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * - temp_output_186_0_g11810)))).rgb * - temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + - temp_output_7_0_g11810) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0, -1)) * temp_output_25_0_g11810))).a, - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2( - 0, 1)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2( - -1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0.705, 0.705)) * temp_output_25_0_g11810))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0.705, -0.705)) * temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(-0.705, -0.705)) * temp_output_25_0_g11810))).a) * - 3.0), 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11773)))).rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max( - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * - float2(0, -1)) * - temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * - float2(0, 1)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * - float2(-1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2( - 1, 0)) * - temp_output_209_0_g11787))).a) * 3.0), 1.0), - temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) - + 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), - max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * - temp_output_44_0_g11815 * 0.2)) + - worldPos.y) - / temp_output_44_0_g11815) * - _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, -(((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z) / 6.0) * - _GlitchBrightness * hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + temp_output_99_0_g11852) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + - break2_g11855.y + - break2_g11855.z) / 6.0), 0.0001), - max(_CamouflageContrast, 0.0001))), _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + ((temp_output_59_0_g11845 * - _MetalNoiseSpeed) + temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / max( - _MetalHighlightDensity, 0.01)), -0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) - / max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * UNITY_PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - UNITY_PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - UNITY_PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = IN.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; - float2 temp_output_11_0_g11915 = finalUV146; + struct v2f + { + float4 pos : SV_POSITION; + float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + half4 ambientOrLightmapUV : TEXCOORD3; + UNITY_LIGHTING_COORDS( 4, 5 ) + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_texcoord7 : TEXCOORD7; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; - #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b)); - float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915); - float3 appendResult18_g11915 = ( - float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b)); - float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a); - #else - float3 staticSwitch13_g11915 = float3(0, 0, 0); - #endif + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif - #ifdef _METALLICMAPTOGGLE_ON - float4 tex2DNode7_g11915 = tex2D(_MetallicMap, temp_output_11_0_g11915); - float staticSwitch23_g11915 = (tex2DNode7_g11915.r * _Metallic); - #else - float staticSwitch23_g11915 = _Metallic; - #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; + #endif + uniform float _Smoothness; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + uniform float _AlphaClip; - #ifdef _METALLICMAPTOGGLE_ON - float staticSwitch22_g11915 = (_Smoothness * tex2DNode7_g11915.r); - #else - float staticSwitch22_g11915 = _Smoothness; - #endif - o.Albedo = temp_output_340_0.rgb; - o.Normal = UnpackScaleNormal(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity); - o.Emission = staticSwitch13_g11915; - #if defined(_SPECULAR_SETUP) - o.Specular = fixed3(0, 0, 0); - #else - o.Metallic = staticSwitch23_g11915; - #endif - o.Smoothness = staticSwitch22_g11915; - o.Occlusion = 1; - o.Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - float3 Transmission = 1; - float3 Translucency = 1; - - #ifdef _ALPHATEST_ON - clip(o.Alpha - AlphaClipThreshold); - #endif - - #ifdef _DEPTHOFFSET_ON - outputDepth = IN.pos.z; - #endif - - #ifndef USING_DIRECTIONAL_LIGHT - fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); - #else - fixed3 lightDir = _WorldSpaceLightPos0.xyz; - #endif - - fixed4 c = 0; - float3 worldN; - worldN.x = dot(IN.tSpace0.xyz, o.Normal); - worldN.y = dot(IN.tSpace1.xyz, o.Normal); - worldN.z = dot(IN.tSpace2.xyz, o.Normal); - worldN = normalize(worldN); - o.Normal = worldN; - - UnityGI gi; - UNITY_INITIALIZE_OUTPUT(UnityGI, gi); - gi.indirect.diffuse = 0; - gi.indirect.specular = 0; - gi.light.color = _LightColor0.rgb; - gi.light.dir = lightDir; - gi.light.color *= atten; - - #if defined(_SPECULAR_SETUP) - c += LightingStandardSpecular(o, worldViewDir, gi); - #else - c += LightingStandard(o, worldViewDir, gi); - #endif - - #ifdef ASE_TRANSMISSION - { - float shadow = _TransmissionShadow; - #ifdef DIRECTIONAL - float3 lightAtten = lerp(_LightColor0.rgb, gi.light.color, shadow); - #else - float3 lightAtten = gi.light.color; - #endif - half3 transmission = max(0, -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; - c.rgb += o.Albedo * transmission; + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; } - #endif - - #ifdef ASE_TRANSLUCENCY - { - float shadow = _TransShadow; - float normal = _TransNormal; - float scattering = _TransScattering; - float direct = _TransDirect; - float ambient = _TransAmbient; - float strength = _TransStrength; - - #ifdef DIRECTIONAL - float3 lightAtten = lerp(_LightColor0.rgb, gi.light.color, shadow); - #else - float3 lightAtten = gi.light.color; - #endif - half3 lightDir = gi.light.dir + o.Normal * normal; - half transVdotL = pow(saturate(dot(worldViewDir, -lightDir)), scattering); - half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; - c.rgb += o.Albedo * translucency * strength; + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif } - #endif - - //#ifdef ASE_REFRACTION - // float4 projScreenPos = ScreenPos / ScreenPos.w; - // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); - // projScreenPos.xy += refractionOffset.xy; - // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; - // color.rgb = lerp( refraction, color.rgb, color.a ); - // color.a = 1; - //#endif - - #ifdef ASE_FOG - UNITY_APPLY_FOG(IN.fogCoord, c); - #endif - return c; - } - ENDCG - } - - - Pass - { - - Name "Deferred" - Tags - { - "LightMode"="Deferred" - } - - AlphaToMask Off - - CGPROGRAM - #define ASE_NEEDS_FRAG_SHADOWCOORDS - #pragma multi_compile_instancing - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_ON 1 - #define ASE_VERSION 19801 - - #pragma vertex vert - #pragma fragment frag - #pragma target 3.5 - #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 - #pragma multi_compile_prepassfinal - #ifndef UNITY_PASS_DEFERRED - #define UNITY_PASS_DEFERRED - #endif - #include "HLSLSupport.cginc" - #if !defined( UNITY_INSTANCED_LOD_FADE ) - #define UNITY_INSTANCED_LOD_FADE - #endif - #if !defined( UNITY_INSTANCED_SH ) - #define UNITY_INSTANCED_SH - #endif - #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) - #define UNITY_INSTANCED_LIGHTMAPSTS - #endif - #include "UnityShaderVariables.cginc" - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "UnityPBSLighting.cginc" - - #include "UnityStandardUtils.cginc" - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON - #pragma shader_feature _METALLICMAPTOGGLE_ON - - struct appdata - { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f - { - #if UNITY_VERSION >= 201810 - UNITY_POSITION (pos); - #else - float4 pos : SV_POSITION; - #endif - float4 lmap : TEXCOORD2; - #ifndef LIGHTMAP_ON - #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL - half3 sh : TEXCOORD3; - #endif - #else - #ifdef DIRLIGHTMAP_OFF - float4 lmapFadePos : TEXCOORD4; - #endif - #endif - float4 tSpace0 : TEXCOORD5; - float4 tSpace1 : TEXCOORD6; - float4 tSpace2 : TEXCOORD7; - float4 ase_texcoord8 : TEXCOORD8; - float4 ase_texcoord9 : TEXCOORD9; - float4 ase_texcoord10 : TEXCOORD10; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - #ifdef LIGHTMAP_ON - float4 unity_LightmapFade; - #endif - fixed4 unity_Ambient; - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishStretch; - #endif - #ifdef _ENABLESCREENTILING_ON - uniform float2 _ScreenTilingScale; - uniform float2 _ScreenTilingOffset; - uniform float _ScreenTilingPixelsPerUnit; - #endif - uniform sampler2D _MainTex; - float4 _MainTex_TexelSize; - #ifdef _ENABLEWORLDTILING_ON - uniform float2 _WorldTilingScale; - uniform float2 _WorldTilingOffset; - uniform float _WorldTilingPixelsPerUnit; - #endif - #ifdef _SPRITESHEETFIX_ON - uniform float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishFade; - uniform float _SquishFlip; - uniform float _SquishSquish; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - uniform float _TimeValue; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - uniform float UnscaledTime; - #endif - #ifdef _TOGGLETIMESPEED_ON - uniform float _TimeSpeed; - #endif - #ifdef _TOGGLETIMEFPS_ON - uniform float _TimeFPS; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - uniform float _TimeFrequency; - uniform float _TimeRange; - #endif - #ifdef _ENABLESINEMOVE_ON - uniform float2 _SineMoveFrequency; - uniform float2 _SineMoveOffset; - uniform float _SineMoveFade; - #endif - #ifdef _ENABLEVIBRATE_ON - uniform float _VibrateFrequency; - uniform float _VibrateOffset; - uniform float _VibrateFade; - uniform float _VibrateRotation; - #endif - #ifdef _ENABLESINESCALE_ON - uniform float _SineScaleFrequency; - uniform float2 _SineScaleFactor; - #endif - uniform float _FadingFade; - #ifdef _SHADERFADING_MASK - uniform sampler2D _FadingMask; - uniform float4 _FadingMask_ST; - #endif - uniform float _FadingWidth; - uniform sampler2D _UberNoiseTexture; - uniform float _PixelsPerUnit; - #ifdef _SHADERSPACE_UI_GRAPHIC - uniform float _RectWidth; - uniform float _RectHeight; - #endif - uniform float _ScreenWidthUnits; - uniform float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - uniform float2 _FadingPosition; - uniform float _FadingNoiseFactor; - #endif - #ifdef _ENABLEWIND_ON - uniform float _WindRotationWindFactor; - uniform float WindMinIntensity; - uniform float _WindMinIntensity; - uniform float WindMaxIntensity; - uniform float _WindMaxIntensity; - uniform float _WindXPosition; - uniform float WindNoiseScale; - uniform float _WindNoiseScale; - uniform float WindTime; - uniform float _WindNoiseSpeed; - uniform float _WindRotation; - uniform float _WindMaxRotation; - uniform float _WindFlip; - uniform float _WindSquishFactor; - uniform float _WindSquishWindFactor; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - uniform float _FullDistortionFade; - uniform float2 _FullDistortionNoiseScale; - uniform float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - uniform float2 _DirectionalDistortionDistortionScale; - uniform float _DirectionalDistortionRandomDirection; - uniform float2 _DirectionalDistortionDistortion; - uniform float _DirectionalDistortionInvert; - uniform float _DirectionalDistortionRotation; - uniform float _DirectionalDistortionFade; - uniform float2 _DirectionalDistortionNoiseScale; - uniform float _DirectionalDistortionNoiseFactor; - uniform float _DirectionalDistortionWidth; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float _HologramDistortionSpeed; - uniform float _HologramDistortionDensity; - uniform float _HologramDistortionScale; - uniform float _HologramDistortionOffset; - uniform float _HologramFade; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float2 _GlitchDistortionSpeed; - uniform float2 _GlitchDistortionScale; - uniform float2 _GlitchDistortion; - uniform float2 _GlitchMaskSpeed; - uniform float2 _GlitchMaskScale; - uniform float _GlitchMaskMin; - uniform float _GlitchFade; - #endif - #ifdef _ENABLEUVDISTORT_ON - uniform float2 _UVDistortFrom; - uniform float2 _UVDistortTo; - uniform float2 _UVDistortSpeed; - uniform float2 _UVDistortNoiseScale; - uniform float _UVDistortFade; - uniform sampler2D _UVDistortMask; - uniform float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESQUEEZE_ON - uniform float2 _SqueezeCenter; - uniform float _SqueezePower; - uniform float2 _SqueezeScale; - uniform float _SqueezeFade; - #endif - #ifdef _ENABLESINEROTATE_ON - uniform float _SineRotateFrequency; - uniform float _SineRotateAngle; - uniform float _SineRotateFade; - uniform float2 _SineRotatePivot; - #endif - #ifdef _ENABLEUVROTATE_ON - uniform float _UVRotateSpeed; - uniform float2 _UVRotatePivot; - #endif - #ifdef _ENABLEUVSCROLL_ON - uniform float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEPIXELATE_ON - uniform float _PixelatePixelDensity; - uniform float _PixelatePixelsPerUnit; - uniform float _PixelateFade; - #endif - #ifdef _ENABLEUVSCALE_ON - uniform float2 _UVScalePivot; - uniform float2 _UVScaleScale; - #endif - #ifdef _ENABLEWIGGLE_ON - uniform float _WiggleFrequency; - uniform float _WiggleSpeed; - uniform float _WiggleOffset; - uniform float _WiggleFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - uniform float _GaussianBlurOffset; - uniform float _GaussianBlurFade; - #endif - #ifdef _ENABLESHARPEN_ON - uniform float _SharpenOffset; - uniform float _SharpenFactor; - uniform float _SharpenFade; - #endif - #ifdef _ENABLESMOKE_ON - uniform float _SmokeVertexSeed; - uniform float _SmokeNoiseScale; - uniform float _SmokeNoiseFactor; - uniform float _SmokeSmoothness; - uniform float _SmokeDarkEdge; - uniform float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - uniform sampler2D _CustomFadeFadeMask; - uniform float2 _CustomFadeNoiseScale; - uniform float _CustomFadeNoiseFactor; - uniform float _CustomFadeSmoothness; - uniform float _CustomFadeAlpha; - #endif - #ifdef _ENABLECHECKERBOARD_ON - uniform float _CheckerboardDarken; - uniform float _CheckerboardTiling; - #endif - #ifdef _ENABLEFLAME_ON - uniform float2 _FlameSpeed; - uniform float2 _FlameNoiseScale; - uniform float _FlameNoiseHeightFactor; - uniform float _FlameNoiseFactor; - uniform float _FlameRadius; - uniform float _FlameSmooth; - uniform float _FlameBrightness; - #endif - #ifdef _ENABLERECOLORRGB_ON - uniform float4 _RecolorRGBRedTint; - uniform sampler2D _RecolorRGBTexture; - uniform float4 _RecolorRGBGreenTint; - uniform float4 _RecolorRGBBlueTint; - uniform float _RecolorRGBFade; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - uniform sampler2D _RecolorRGBYCPTexture; - uniform float4 _RecolorRGBYCPPurpleTint; - uniform float4 _RecolorRGBYCPBlueTint; - uniform float4 _RecolorRGBYCPCyanTint; - uniform float4 _RecolorRGBYCPGreenTint; - uniform float4 _RecolorRGBYCPYellowTint; - uniform float4 _RecolorRGBYCPRedTint; - uniform float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLECOLORREPLACE_ON - uniform float4 _ColorReplaceFromColor; - uniform float _ColorReplaceContrast; - uniform float4 _ColorReplaceToColor; - uniform float _ColorReplaceSmoothness; - uniform float _ColorReplaceRange; - uniform float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - uniform float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - uniform float _Contrast; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - uniform float _Brightness; - #endif - #ifdef _ENABLEHUE_ON - uniform float _Hue; - #endif - #ifdef _ENABLESPLITTONING_ON - uniform float4 _SplitToningShadowsColor; - uniform float4 _SplitToningHighlightsColor; - uniform float _SplitToningShift; - uniform float _SplitToningBalance; - uniform float _SplitToningContrast; - uniform float _SplitToningFade; - #endif - #ifdef _ENABLEBLACKTINT_ON - uniform float4 _BlackTintColor; - uniform float _BlackTintPower; - uniform float _BlackTintFade; - #endif - #ifdef _ENABLEINKSPREAD_ON - uniform float4 _InkSpreadColor; - uniform float _InkSpreadContrast; - uniform float _InkSpreadFade; - uniform float _InkSpreadDistance; - uniform float2 _InkSpreadPosition; - uniform float2 _InkSpreadNoiseScale; - uniform float _InkSpreadNoiseFactor; - uniform float _InkSpreadWidth; - #endif - #ifdef _ENABLESHIFTHUE_ON - uniform float _ShiftHueSpeed; - #endif - #ifdef _ENABLEADDHUE_ON - uniform float _AddHueSpeed; - uniform float _AddHueSaturation; - uniform float _AddHueBrightness; - uniform float _AddHueContrast; - uniform float _AddHueFade; - uniform sampler2D _AddHueMask; - uniform float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - uniform float _SineGlowContrast; - uniform float4 _SineGlowColor; - uniform sampler2D _SineGlowMask; - uniform float4 _SineGlowMask_ST; - uniform float _SineGlowFade; - uniform float _SineGlowFrequency; - uniform float _SineGlowMax; - uniform float _SineGlowMin; - #endif - #ifdef _ENABLESATURATION_ON - uniform float _Saturation; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - uniform float4 _InnerOutlineColor; - uniform sampler2D _InnerOutlineTintTexture; - uniform float2 _InnerOutlineTextureSpeed; - uniform float _InnerOutlineFade; - uniform float2 _InnerOutlineNoiseSpeed; - uniform float2 _InnerOutlineNoiseScale; - uniform float2 _InnerOutlineDistortionIntensity; - uniform float _InnerOutlineWidth; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - uniform float4 _OuterOutlineColor; - uniform sampler2D _OuterOutlineTintTexture; - uniform float2 _OuterOutlineTextureSpeed; - uniform float _OuterOutlineFade; - uniform float2 _OuterOutlineNoiseSpeed; - uniform float2 _OuterOutlineNoiseScale; - uniform float2 _OuterOutlineDistortionIntensity; - uniform float _OuterOutlineWidth; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - uniform float4 _PixelOutlineColor; - uniform sampler2D _PixelOutlineTintTexture; - uniform float2 _PixelOutlineTextureSpeed; - uniform float _PixelOutlineFade; - uniform float _PixelOutlineAlphaLimit; - uniform float _PixelOutlineWidth; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - uniform float4 _PingPongGlowFrom; - uniform float4 _PingPongGlowTo; - uniform float _PingPongGlowFrequency; - uniform float _PingPongGlowFade; - uniform float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float4 _HologramTint; - uniform float _HologramContrast; - uniform float _HologramLineSpeed; - uniform float _HologramLineFrequency; - uniform float _HologramLineGap; - uniform float _HologramMinAlpha; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float _GlitchBrightness; - uniform float2 _GlitchNoiseSpeed; - uniform float2 _GlitchNoiseScale; - uniform float _GlitchHueSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - uniform float4 _CamouflageBaseColor; - uniform float4 _CamouflageColorA; - uniform float _CamouflageDensityA; - uniform float2 _CamouflageDistortionSpeed; - uniform float2 _CamouflageDistortionScale; - uniform float2 _CamouflageDistortionIntensity; - uniform float2 _CamouflageNoiseScaleA; - uniform float _CamouflageSmoothnessA; - uniform float4 _CamouflageColorB; - uniform float _CamouflageDensityB; - uniform float2 _CamouflageNoiseScaleB; - uniform float _CamouflageSmoothnessB; - uniform float _CamouflageContrast; - uniform float _CamouflageFade; - #endif - #ifdef _ENABLEMETAL_ON - uniform float _MetalHighlightDensity; - uniform float2 _MetalNoiseDistortionSpeed; - uniform float2 _MetalNoiseDistortionScale; - uniform float2 _MetalNoiseDistortion; - uniform float2 _MetalNoiseSpeed; - uniform float2 _MetalNoiseScale; - uniform float4 _MetalHighlightColor; - uniform float _MetalHighlightContrast; - uniform float _MetalContrast; - uniform float4 _MetalColor; - uniform float _MetalFade; - uniform sampler2D _MetalMask; - uniform float4 _MetalMask_ST; - #endif - #ifdef _ENABLEFROZEN_ON - uniform float _FrozenContrast; - uniform float4 _FrozenTint; - uniform float _FrozenSnowContrast; - uniform float4 _FrozenSnowColor; - uniform float _FrozenSnowDensity; - uniform float2 _FrozenSnowScale; - uniform float _FrozenHighlightDensity; - uniform float2 _FrozenHighlightDistortionSpeed; - uniform float2 _FrozenHighlightDistortionScale; - uniform float2 _FrozenHighlightDistortion; - uniform float2 _FrozenHighlightSpeed; - uniform float2 _FrozenHighlightScale; - uniform float4 _FrozenHighlightColor; - uniform float _FrozenHighlightContrast; - uniform float _FrozenFade; - #endif - #ifdef _ENABLEBURN_ON - uniform float _BurnInsideContrast; - uniform float4 _BurnInsideNoiseColor; - uniform float _BurnInsideNoiseFactor; - uniform float2 _BurnSwirlNoiseScale; - uniform float _BurnSwirlFactor; - uniform float2 _BurnInsideNoiseScale; - uniform float4 _BurnInsideColor; - uniform float _BurnRadius; - uniform float2 _BurnPosition; - uniform float2 _BurnEdgeNoiseScale; - uniform float _BurnEdgeNoiseFactor; - uniform float _BurnWidth; - uniform float4 _BurnEdgeColor; - uniform float _BurnFade; - #endif - #ifdef _ENABLERAINBOW_ON - uniform float2 _RainbowCenter; - uniform float2 _RainbowNoiseScale; - uniform float _RainbowNoiseFactor; - uniform float _RainbowDensity; - uniform float _RainbowSpeed; - uniform float _RainbowSaturation; - uniform float _RainbowBrightness; - uniform float _RainbowContrast; - uniform float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - uniform float _ShineSaturation; - uniform float _ShineContrast; - uniform float4 _ShineColor; - uniform float _ShineRotation; - uniform float _ShineFrequency; - uniform float _ShineSpeed; - uniform float _ShineWidth; - uniform float _ShineSmooth; - uniform float _ShineFade; - uniform sampler2D _ShineMask; - uniform float4 _ShineMask_ST; - #endif - #ifdef _ENABLEPOISON_ON - uniform float2 _PoisonNoiseSpeed; - uniform float2 _PoisonNoiseScale; - uniform float _PoisonShiftSpeed; - uniform float _PoisonDensity; - uniform float4 _PoisonColor; - uniform float _PoisonFade; - uniform float _PoisonNoiseBrightness; - uniform float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - uniform float4 _EnchantedLowColor; - uniform float4 _EnchantedHighColor; - uniform float2 _EnchantedSpeed; - uniform float2 _EnchantedScale; - uniform float _EnchantedRainbowDensity; - uniform float _EnchantedRainbowSpeed; - uniform float _EnchantedRainbowSaturation; - uniform float _EnchantedContrast; - uniform float _EnchantedBrightness; - uniform float _EnchantedReduce; - uniform float _EnchantedFade; - #endif - #ifdef _ENABLESHIFTING_ON - uniform float4 _ShiftingColorA; - uniform float4 _ShiftingColorB; - uniform float _ShiftingSpeed; - uniform float _ShiftingDensity; - uniform float _ShiftingBrightness; - uniform float _ShiftingSaturation; - uniform float _ShiftingContrast; - uniform float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - uniform sampler2D _TextureLayer1Texture; - uniform float2 _TextureLayer1Scale; - uniform float2 _TextureLayer1Offset; - uniform float2 _TextureLayer1ScrollSpeed; - uniform float _TextureLayer1EdgeClip; - #endif - uniform int _TextureLayer1Columns; - uniform int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float _TextureLayer1Speed; - #endif - uniform int _TextureLayer1StartFrame; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float4 _TextureLayer1Color; - uniform float _TextureLayer1Contrast; - uniform float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - uniform sampler2D _TextureLayer2Texture; - uniform float2 _TextureLayer2Scale; - uniform float2 _TextureLayer2Offset; - uniform float2 _TextureLayer2ScrollSpeed; - uniform float _TextureLayer2EdgeClip; - #endif - uniform int _TextureLayer2Columns; - uniform int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float _TextureLayer2Speed; - #endif - uniform int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float4 _TextureLayer2Color; - uniform float _TextureLayer2Contrast; - uniform float _TextureLayer2Fade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - uniform float _FullAlphaDissolveFade; - uniform float _FullAlphaDissolveWidth; - uniform float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - uniform float4 _FullGlowDissolveEdgeColor; - uniform float2 _FullGlowDissolveNoiseScale; - uniform float _FullGlowDissolveFade; - uniform float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - uniform float _SourceAlphaDissolveInvert; - uniform float _SourceAlphaDissolveFade; - uniform float2 _SourceAlphaDissolvePosition; - uniform float2 _SourceAlphaDissolveNoiseScale; - uniform float _SourceAlphaDissolveNoiseFactor; - uniform float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - uniform float2 _SourceGlowDissolvePosition; - uniform float2 _SourceGlowDissolveNoiseScale; - uniform float _SourceGlowDissolveNoiseFactor; - uniform float _SourceGlowDissolveFade; - uniform float _SourceGlowDissolveWidth; - uniform float4 _SourceGlowDissolveEdgeColor; - uniform float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - uniform float _DirectionalAlphaFadeInvert; - uniform float _DirectionalAlphaFadeRotation; - uniform float _DirectionalAlphaFadeFade; - uniform float2 _DirectionalAlphaFadeNoiseScale; - uniform float _DirectionalAlphaFadeNoiseFactor; - uniform float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - uniform float4 _DirectionalGlowFadeEdgeColor; - uniform float _DirectionalGlowFadeInvert; - uniform float _DirectionalGlowFadeRotation; - uniform float _DirectionalGlowFadeFade; - uniform float2 _DirectionalGlowFadeNoiseScale; - uniform float _DirectionalGlowFadeNoiseFactor; - uniform float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEHALFTONE_ON - uniform float _HalftoneInvert; - uniform float _HalftoneTiling; - uniform float _HalftoneFade; - uniform float2 _HalftonePosition; - uniform float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEADDCOLOR_ON - uniform float4 _AddColorColor; - uniform sampler2D _AddColorMask; - uniform float4 _AddColorMask_ST; - uniform float _AddColorContrast; - uniform float _AddColorFade; - #endif - #ifdef _ENABLEALPHATINT_ON - uniform float4 _AlphaTintColor; - uniform float _AlphaTintMinAlpha; - uniform float _AlphaTintFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - uniform float4 _StrongTintTint; - uniform sampler2D _StrongTintMask; - uniform float4 _StrongTintMask_ST; - uniform float _StrongTintContrast; - uniform float _StrongTintFade; - #endif - #ifdef _ENABLESHADOW_ON - uniform float4 _ShadowColor; - #endif - uniform float _ShadowFade; - #ifdef _ENABLESHADOW_ON - uniform float2 _ShadowOffset; - #endif - uniform sampler2D _NormalMap; - uniform float _NormalIntensity; - #ifdef _EMISSIONTOGGLE_ON - uniform float4 _EmissionTint; - uniform sampler2D _EmissionMap; - #endif - uniform float _Metallic; - #ifdef _METALLICMAPTOGGLE_ON - uniform sampler2D _MetallicMap; - #endif - uniform float _Smoothness; - uniform float _AlphaClip; - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - v2f VertexFunction(appdata v) - { - UNITY_SETUP_INSTANCE_ID(v); - v2f o; - UNITY_INITIALIZE_OUTPUT(v2f, o); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = UnityObjectToClipPos(v.vertex); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit * - appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = mul(unity_ObjectToWorld, float4((v.vertex).xyz, 1)).xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * - - _SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((v.vertex.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), - length(unity_ObjectToWorld[2].xyz)); - float2 texCoord23_g11669 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((v.vertex.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4( - (temp_output_27_0_g11725 * - _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord9 = screenPos; - - o.ase_texcoord8.xy = v.ase_texcoord.xy; - o.ase_texcoord10 = v.vertex; - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord8.zw = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.vertex.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3(staticSwitch142, 0.0); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.vertex.xyz = vertexValue; - #else - v.vertex.xyz += vertexValue; - #endif - v.vertex.w = 1; - v.normal = v.normal; - v.tangent = v.tangent; - - o.pos = UnityObjectToClipPos(v.vertex); - float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; - fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); - fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); - fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; - fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; - o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); - o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); - o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); - - #ifdef DYNAMICLIGHTMAP_ON - o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; - #else - o.lmap.zw = 0; - #endif - #ifdef LIGHTMAP_ON - o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; - #ifdef DIRLIGHTMAP_OFF - o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * - unity_ShadowFadeCenterAndType.w; - o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); - #endif - #else - o.lmap.xy = 0; - #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL - o.sh = 0; - o.sh = ShadeSHPerVertex(worldNormal, o.sh); - #endif - #endif - return o; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 vertex : INTERNALTESSPOS; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(appdata v) - { - VertexControl o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - o.vertex = v.vertex; - o.tangent = v.tangent; - o.normal = v.normal; - o.texcoord1 = v.texcoord1; - o.texcoord2 = v.texcoord2; - o.ase_texcoord = v.ase_texcoord; - o.ase_color = v.ase_color; - return o; - } - - TessellationFactors TessellationFunction(InputPatch v) - { - TessellationFactors o; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M -, _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, UNITY_MATRIX_M -, _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M -, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - o.edge [0] = tf.x; o.edge [1] = tf.y; o.edge [2] = tf.z; o.inside= tf.w; - return o; - } - - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - v2f DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - appdata o = (appdata)0; - o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; - o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; - o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; - o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; - o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord - * bary.z; - o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot( - patch[i].vertex.xyz, patch[i].normal)); - float phongStrength = _TessPhongStrength; - o.vertex.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength) * o.vertex -.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], o); - return VertexFunction (o); - } - #else - v2f vert(appdata v) - { - return VertexFunction(v); - } - #endif - - void frag(v2f IN - , out half4 outGBuffer0 : SV_Target0 - , out half4 outGBuffer1 : SV_Target1 - , out half4 outGBuffer2 : SV_Target2 - , out half4 outEmission : SV_Target3 - #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) - , out half4 outShadowMask : SV_Target4 - #endif - #ifdef _DEPTHOFFSET_ON - , out float outputDepth : SV_Depth - #endif - ) - { - UNITY_SETUP_INSTANCE_ID(IN); - - #ifdef LOD_FADE_CROSSFADE - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - #endif - - #if defined(_SPECULAR_SETUP) - SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; - #else - SurfaceOutputStandard o = (SurfaceOutputStandard)0; - #endif - float3 WorldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x); - float3 WorldBiTangent = float3(IN.tSpace0.y, IN.tSpace1.y, IN.tSpace2.y); - float3 WorldNormal = float3(IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z); - float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w); - float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); - half atten = 1; - - float2 texCoord363 = IN.ase_texcoord8.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = IN.ase_texcoord9; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit * - appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((worldPos).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(unity_WorldToObject, float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1), - (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = IN.ase_texcoord8.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), - length(unity_ObjectToWorld[2].xyz)); - float2 texCoord23_g11669 = IN.ase_texcoord8.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (worldPos).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)). - r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * - UNITY_PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), - (((_DirectionalDistortionRotation / 180.0) + - - 0.25) * UNITY_PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * - _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + worldPos.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * - shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * - shaderTime237)) - * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord8.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * (( - _SineRotateAngle / 360.0) * UNITY_PI) * - _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), - float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * - UNITY_PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = IN.ase_texcoord8.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord8.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + - temp_output_43_0_g11765) * temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * - temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow(clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(worldPos.x, worldPos.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow(saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), - break12_g11785.b), 1.0)), 0.0001), max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + - break2_g11801.y + break2_g11801.z) / 6.0), 0.0001), - max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = IN.ase_texcoord8.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord8.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11782) * _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - 0, 1)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(1, 0)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0.705, 0.705)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * - temp_output_186_0_g11810)))).rgb * - temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + - temp_output_7_0_g11810) * _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max( - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(0, -1)) * - temp_output_25_0_g11810))).a, - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0, 1)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(-1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11810))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(-0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth - * float2(0.705, -0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(-0.705, -0.705)) * temp_output_25_0_g11810))).a) * - 3.0), 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * - temp_output_39_0_g11773)))).rgb * temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(0, -1)) * temp_output_209_0_g11787))) - .a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(0, 1)) * temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(-1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11787))).a) * 3.0), 1.0), temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), - (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * - temp_output_44_0_g11815 * 0.2)) + worldPos.y) / - temp_output_44_0_g11815) * - _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale)) - .r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y - + - break2_g11820.y + break2_g11820.z) / 6.0) * _GlitchBrightness * - hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + temp_output_99_0_g11852) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, -((staticSwitch101_g11852 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), -clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + - break2_g11855.y + break2_g11855.y + break2_g11855.y + - break2_g11855.z) / 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * - _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + (( - temp_output_59_0_g11845 * _MetalNoiseSpeed) + temp_output_58_0_g11845)) * - _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = IN.ase_texcoord8.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / max( - _MetalHighlightDensity, 0.01)), 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * - _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * - _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + - ((temp_output_73_0_g11837 * _FrozenHighlightSpeed) + - temp_output_72_0_g11837)) * _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * ( - _FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor). - rgb * max( - (_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * UNITY_PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = IN.ase_texcoord8.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - UNITY_PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - UNITY_PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord8.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord8.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = IN.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; - - float2 temp_output_11_0_g11915 = finalUV146; - - #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b)); - float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915); - float3 appendResult18_g11915 = ( - float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b)); - float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a); - #else - float3 staticSwitch13_g11915 = float3(0, 0, 0); - #endif - - #ifdef _METALLICMAPTOGGLE_ON - float4 tex2DNode7_g11915 = tex2D(_MetallicMap, temp_output_11_0_g11915); - float staticSwitch23_g11915 = (tex2DNode7_g11915.r * _Metallic); - #else - float staticSwitch23_g11915 = _Metallic; - #endif - - #ifdef _METALLICMAPTOGGLE_ON - float staticSwitch22_g11915 = (_Smoothness * tex2DNode7_g11915.r); - #else - float staticSwitch22_g11915 = _Smoothness; - #endif - - o.Albedo = temp_output_340_0.rgb; - o.Normal = UnpackScaleNormal(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity); - o.Emission = staticSwitch13_g11915; - #if defined(_SPECULAR_SETUP) - o.Specular = fixed3(0, 0, 0); - #else - o.Metallic = staticSwitch23_g11915; - #endif - o.Smoothness = staticSwitch22_g11915; - o.Occlusion = 1; - o.Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - float3 BakedGI = 0; - - #ifdef _ALPHATEST_ON - clip(o.Alpha - AlphaClipThreshold); - #endif - - #ifdef _DEPTHOFFSET_ON - outputDepth = IN.pos.z; - #endif - - #ifndef USING_DIRECTIONAL_LIGHT - fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); - #else - fixed3 lightDir = _WorldSpaceLightPos0.xyz; - #endif - - float3 worldN; - worldN.x = dot(IN.tSpace0.xyz, o.Normal); - worldN.y = dot(IN.tSpace1.xyz, o.Normal); - worldN.z = dot(IN.tSpace2.xyz, o.Normal); - worldN = normalize(worldN); - o.Normal = worldN; - - UnityGI gi; - UNITY_INITIALIZE_OUTPUT(UnityGI, gi); - gi.indirect.diffuse = 0; - gi.indirect.specular = 0; - gi.light.color = 0; - gi.light.dir = half3(0, 1, 0); - - UnityGIInput giInput; - UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); - giInput.light = gi.light; - giInput.worldPos = worldPos; - giInput.worldViewDir = worldViewDir; - giInput.atten = atten; - #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) - giInput.lightmapUV = IN.lmap; - #else - giInput.lightmapUV = 0.0; - #endif - #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL - giInput.ambient = IN.sh; - #else - giInput.ambient.rgb = 0.0; - #endif - giInput.probeHDR[0] = unity_SpecCube0_HDR; - giInput.probeHDR[1] = unity_SpecCube1_HDR; - #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) - giInput.boxMin[0] = unity_SpecCube0_BoxMin; - #endif - #ifdef UNITY_SPECCUBE_BOX_PROJECTION - giInput.boxMax[0] = unity_SpecCube0_BoxMax; - giInput.probePosition[0] = unity_SpecCube0_ProbePosition; - giInput.boxMax[1] = unity_SpecCube1_BoxMax; - giInput.boxMin[1] = unity_SpecCube1_BoxMin; - giInput.probePosition[1] = unity_SpecCube1_ProbePosition; - #endif - - #if defined(_SPECULAR_SETUP) - LightingStandardSpecular_GI(o, giInput, gi); - #else - LightingStandard_GI(o, giInput, gi); - #endif - - #ifdef ASE_BAKEDGI - gi.indirect.diffuse = BakedGI; - #endif - - #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) - gi.indirect.diffuse = 0; - #endif - - #if defined(_SPECULAR_SETUP) - outEmission = LightingStandardSpecular_Deferred(o, worldViewDir, gi, outGBuffer0, outGBuffer1, - outGBuffer2); - #else - outEmission = LightingStandard_Deferred(o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2); - #endif - - #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) - outShadowMask = UnityGetRawBakedOcclusions(IN.lmap.xy, float3(0, 0, 0)); - #endif - #ifndef UNITY_HDR_ON - outEmission.rgb = exp2(-outEmission.rgb); - #endif - } - ENDCG - } - - - Pass - { - - Name "Meta" - Tags - { - "LightMode"="Meta" - } - Cull Off - - CGPROGRAM - #define ASE_NEEDS_FRAG_SHADOWCOORDS - #pragma multi_compile_instancing - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_ON 1 - #define ASE_VERSION 19801 - - #pragma vertex vert - #pragma fragment frag - #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 - #pragma shader_feature EDITOR_VISUALIZATION - #ifndef UNITY_PASS_META - #define UNITY_PASS_META - #endif - #include "HLSLSupport.cginc" - #if !defined( UNITY_INSTANCED_LOD_FADE ) - #define UNITY_INSTANCED_LOD_FADE - #endif - #if !defined( UNITY_INSTANCED_SH ) - #define UNITY_INSTANCED_SH - #endif - #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) - #define UNITY_INSTANCED_LIGHTMAPSTS - #endif - #include "UnityShaderVariables.cginc" - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "UnityPBSLighting.cginc" - #include "UnityMetaPass.cginc" - - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON - - struct appdata - { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f - { - #if UNITY_VERSION >= 201810 - UNITY_POSITION (pos); - #else - float4 pos : SV_POSITION; - #endif - #ifdef EDITOR_VISUALIZATION - float2 vizUV : TEXCOORD1; - float4 lightCoord : TEXCOORD2; - #endif - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; - float4 ase_texcoord5 : TEXCOORD5; - float4 ase_texcoord6 : TEXCOORD6; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishStretch; - #endif - #ifdef _ENABLESCREENTILING_ON - uniform float2 _ScreenTilingScale; - uniform float2 _ScreenTilingOffset; - uniform float _ScreenTilingPixelsPerUnit; - #endif - uniform sampler2D _MainTex; - float4 _MainTex_TexelSize; - #ifdef _ENABLEWORLDTILING_ON - uniform float2 _WorldTilingScale; - uniform float2 _WorldTilingOffset; - uniform float _WorldTilingPixelsPerUnit; - #endif - #ifdef _SPRITESHEETFIX_ON - uniform float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishFade; - uniform float _SquishFlip; - uniform float _SquishSquish; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - uniform float _TimeValue; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - uniform float UnscaledTime; - #endif - #ifdef _TOGGLETIMESPEED_ON - uniform float _TimeSpeed; - #endif - #ifdef _TOGGLETIMEFPS_ON - uniform float _TimeFPS; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - uniform float _TimeFrequency; - uniform float _TimeRange; - #endif - #ifdef _ENABLESINEMOVE_ON - uniform float2 _SineMoveFrequency; - uniform float2 _SineMoveOffset; - uniform float _SineMoveFade; - #endif - #ifdef _ENABLEVIBRATE_ON - uniform float _VibrateFrequency; - uniform float _VibrateOffset; - uniform float _VibrateFade; - uniform float _VibrateRotation; - #endif - #ifdef _ENABLESINESCALE_ON - uniform float _SineScaleFrequency; - uniform float2 _SineScaleFactor; - #endif - uniform float _FadingFade; - #ifdef _SHADERFADING_MASK - uniform sampler2D _FadingMask; - uniform float4 _FadingMask_ST; - #endif - uniform float _FadingWidth; - uniform sampler2D _UberNoiseTexture; - uniform float _PixelsPerUnit; - #ifdef _SHADERSPACE_UI_GRAPHIC - uniform float _RectWidth; - uniform float _RectHeight; - #endif - uniform float _ScreenWidthUnits; - uniform float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - uniform float2 _FadingPosition; - uniform float _FadingNoiseFactor; - #endif - #ifdef _ENABLEWIND_ON - uniform float _WindRotationWindFactor; - uniform float WindMinIntensity; - uniform float _WindMinIntensity; - uniform float WindMaxIntensity; - uniform float _WindMaxIntensity; - uniform float _WindXPosition; - uniform float WindNoiseScale; - uniform float _WindNoiseScale; - uniform float WindTime; - uniform float _WindNoiseSpeed; - uniform float _WindRotation; - uniform float _WindMaxRotation; - uniform float _WindFlip; - uniform float _WindSquishFactor; - uniform float _WindSquishWindFactor; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - uniform float _FullDistortionFade; - uniform float2 _FullDistortionNoiseScale; - uniform float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - uniform float2 _DirectionalDistortionDistortionScale; - uniform float _DirectionalDistortionRandomDirection; - uniform float2 _DirectionalDistortionDistortion; - uniform float _DirectionalDistortionInvert; - uniform float _DirectionalDistortionRotation; - uniform float _DirectionalDistortionFade; - uniform float2 _DirectionalDistortionNoiseScale; - uniform float _DirectionalDistortionNoiseFactor; - uniform float _DirectionalDistortionWidth; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float _HologramDistortionSpeed; - uniform float _HologramDistortionDensity; - uniform float _HologramDistortionScale; - uniform float _HologramDistortionOffset; - uniform float _HologramFade; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float2 _GlitchDistortionSpeed; - uniform float2 _GlitchDistortionScale; - uniform float2 _GlitchDistortion; - uniform float2 _GlitchMaskSpeed; - uniform float2 _GlitchMaskScale; - uniform float _GlitchMaskMin; - uniform float _GlitchFade; - #endif - #ifdef _ENABLEUVDISTORT_ON - uniform float2 _UVDistortFrom; - uniform float2 _UVDistortTo; - uniform float2 _UVDistortSpeed; - uniform float2 _UVDistortNoiseScale; - uniform float _UVDistortFade; - uniform sampler2D _UVDistortMask; - uniform float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESQUEEZE_ON - uniform float2 _SqueezeCenter; - uniform float _SqueezePower; - uniform float2 _SqueezeScale; - uniform float _SqueezeFade; - #endif - #ifdef _ENABLESINEROTATE_ON - uniform float _SineRotateFrequency; - uniform float _SineRotateAngle; - uniform float _SineRotateFade; - uniform float2 _SineRotatePivot; - #endif - #ifdef _ENABLEUVROTATE_ON - uniform float _UVRotateSpeed; - uniform float2 _UVRotatePivot; - #endif - #ifdef _ENABLEUVSCROLL_ON - uniform float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEPIXELATE_ON - uniform float _PixelatePixelDensity; - uniform float _PixelatePixelsPerUnit; - uniform float _PixelateFade; - #endif - #ifdef _ENABLEUVSCALE_ON - uniform float2 _UVScalePivot; - uniform float2 _UVScaleScale; - #endif - #ifdef _ENABLEWIGGLE_ON - uniform float _WiggleFrequency; - uniform float _WiggleSpeed; - uniform float _WiggleOffset; - uniform float _WiggleFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - uniform float _GaussianBlurOffset; - uniform float _GaussianBlurFade; - #endif - #ifdef _ENABLESHARPEN_ON - uniform float _SharpenOffset; - uniform float _SharpenFactor; - uniform float _SharpenFade; - #endif - #ifdef _ENABLESMOKE_ON - uniform float _SmokeVertexSeed; - uniform float _SmokeNoiseScale; - uniform float _SmokeNoiseFactor; - uniform float _SmokeSmoothness; - uniform float _SmokeDarkEdge; - uniform float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - uniform sampler2D _CustomFadeFadeMask; - uniform float2 _CustomFadeNoiseScale; - uniform float _CustomFadeNoiseFactor; - uniform float _CustomFadeSmoothness; - uniform float _CustomFadeAlpha; - #endif - #ifdef _ENABLECHECKERBOARD_ON - uniform float _CheckerboardDarken; - uniform float _CheckerboardTiling; - #endif - #ifdef _ENABLEFLAME_ON - uniform float2 _FlameSpeed; - uniform float2 _FlameNoiseScale; - uniform float _FlameNoiseHeightFactor; - uniform float _FlameNoiseFactor; - uniform float _FlameRadius; - uniform float _FlameSmooth; - uniform float _FlameBrightness; - #endif - #ifdef _ENABLERECOLORRGB_ON - uniform float4 _RecolorRGBRedTint; - uniform sampler2D _RecolorRGBTexture; - uniform float4 _RecolorRGBGreenTint; - uniform float4 _RecolorRGBBlueTint; - uniform float _RecolorRGBFade; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - uniform sampler2D _RecolorRGBYCPTexture; - uniform float4 _RecolorRGBYCPPurpleTint; - uniform float4 _RecolorRGBYCPBlueTint; - uniform float4 _RecolorRGBYCPCyanTint; - uniform float4 _RecolorRGBYCPGreenTint; - uniform float4 _RecolorRGBYCPYellowTint; - uniform float4 _RecolorRGBYCPRedTint; - uniform float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLECOLORREPLACE_ON - uniform float4 _ColorReplaceFromColor; - uniform float _ColorReplaceContrast; - uniform float4 _ColorReplaceToColor; - uniform float _ColorReplaceSmoothness; - uniform float _ColorReplaceRange; - uniform float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - uniform float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - uniform float _Contrast; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - uniform float _Brightness; - #endif - #ifdef _ENABLEHUE_ON - uniform float _Hue; - #endif - #ifdef _ENABLESPLITTONING_ON - uniform float4 _SplitToningShadowsColor; - uniform float4 _SplitToningHighlightsColor; - uniform float _SplitToningShift; - uniform float _SplitToningBalance; - uniform float _SplitToningContrast; - uniform float _SplitToningFade; - #endif - #ifdef _ENABLEBLACKTINT_ON - uniform float4 _BlackTintColor; - uniform float _BlackTintPower; - uniform float _BlackTintFade; - #endif - #ifdef _ENABLEINKSPREAD_ON - uniform float4 _InkSpreadColor; - uniform float _InkSpreadContrast; - uniform float _InkSpreadFade; - uniform float _InkSpreadDistance; - uniform float2 _InkSpreadPosition; - uniform float2 _InkSpreadNoiseScale; - uniform float _InkSpreadNoiseFactor; - uniform float _InkSpreadWidth; - #endif - #ifdef _ENABLESHIFTHUE_ON - uniform float _ShiftHueSpeed; - #endif - #ifdef _ENABLEADDHUE_ON - uniform float _AddHueSpeed; - uniform float _AddHueSaturation; - uniform float _AddHueBrightness; - uniform float _AddHueContrast; - uniform float _AddHueFade; - uniform sampler2D _AddHueMask; - uniform float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - uniform float _SineGlowContrast; - uniform float4 _SineGlowColor; - uniform sampler2D _SineGlowMask; - uniform float4 _SineGlowMask_ST; - uniform float _SineGlowFade; - uniform float _SineGlowFrequency; - uniform float _SineGlowMax; - uniform float _SineGlowMin; - #endif - #ifdef _ENABLESATURATION_ON - uniform float _Saturation; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - uniform float4 _InnerOutlineColor; - uniform sampler2D _InnerOutlineTintTexture; - uniform float2 _InnerOutlineTextureSpeed; - uniform float _InnerOutlineFade; - uniform float2 _InnerOutlineNoiseSpeed; - uniform float2 _InnerOutlineNoiseScale; - uniform float2 _InnerOutlineDistortionIntensity; - uniform float _InnerOutlineWidth; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - uniform float4 _OuterOutlineColor; - uniform sampler2D _OuterOutlineTintTexture; - uniform float2 _OuterOutlineTextureSpeed; - uniform float _OuterOutlineFade; - uniform float2 _OuterOutlineNoiseSpeed; - uniform float2 _OuterOutlineNoiseScale; - uniform float2 _OuterOutlineDistortionIntensity; - uniform float _OuterOutlineWidth; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - uniform float4 _PixelOutlineColor; - uniform sampler2D _PixelOutlineTintTexture; - uniform float2 _PixelOutlineTextureSpeed; - uniform float _PixelOutlineFade; - uniform float _PixelOutlineAlphaLimit; - uniform float _PixelOutlineWidth; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - uniform float4 _PingPongGlowFrom; - uniform float4 _PingPongGlowTo; - uniform float _PingPongGlowFrequency; - uniform float _PingPongGlowFade; - uniform float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float4 _HologramTint; - uniform float _HologramContrast; - uniform float _HologramLineSpeed; - uniform float _HologramLineFrequency; - uniform float _HologramLineGap; - uniform float _HologramMinAlpha; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float _GlitchBrightness; - uniform float2 _GlitchNoiseSpeed; - uniform float2 _GlitchNoiseScale; - uniform float _GlitchHueSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - uniform float4 _CamouflageBaseColor; - uniform float4 _CamouflageColorA; - uniform float _CamouflageDensityA; - uniform float2 _CamouflageDistortionSpeed; - uniform float2 _CamouflageDistortionScale; - uniform float2 _CamouflageDistortionIntensity; - uniform float2 _CamouflageNoiseScaleA; - uniform float _CamouflageSmoothnessA; - uniform float4 _CamouflageColorB; - uniform float _CamouflageDensityB; - uniform float2 _CamouflageNoiseScaleB; - uniform float _CamouflageSmoothnessB; - uniform float _CamouflageContrast; - uniform float _CamouflageFade; - #endif - #ifdef _ENABLEMETAL_ON - uniform float _MetalHighlightDensity; - uniform float2 _MetalNoiseDistortionSpeed; - uniform float2 _MetalNoiseDistortionScale; - uniform float2 _MetalNoiseDistortion; - uniform float2 _MetalNoiseSpeed; - uniform float2 _MetalNoiseScale; - uniform float4 _MetalHighlightColor; - uniform float _MetalHighlightContrast; - uniform float _MetalContrast; - uniform float4 _MetalColor; - uniform float _MetalFade; - uniform sampler2D _MetalMask; - uniform float4 _MetalMask_ST; - #endif - #ifdef _ENABLEFROZEN_ON - uniform float _FrozenContrast; - uniform float4 _FrozenTint; - uniform float _FrozenSnowContrast; - uniform float4 _FrozenSnowColor; - uniform float _FrozenSnowDensity; - uniform float2 _FrozenSnowScale; - uniform float _FrozenHighlightDensity; - uniform float2 _FrozenHighlightDistortionSpeed; - uniform float2 _FrozenHighlightDistortionScale; - uniform float2 _FrozenHighlightDistortion; - uniform float2 _FrozenHighlightSpeed; - uniform float2 _FrozenHighlightScale; - uniform float4 _FrozenHighlightColor; - uniform float _FrozenHighlightContrast; - uniform float _FrozenFade; - #endif - #ifdef _ENABLEBURN_ON - uniform float _BurnInsideContrast; - uniform float4 _BurnInsideNoiseColor; - uniform float _BurnInsideNoiseFactor; - uniform float2 _BurnSwirlNoiseScale; - uniform float _BurnSwirlFactor; - uniform float2 _BurnInsideNoiseScale; - uniform float4 _BurnInsideColor; - uniform float _BurnRadius; - uniform float2 _BurnPosition; - uniform float2 _BurnEdgeNoiseScale; - uniform float _BurnEdgeNoiseFactor; - uniform float _BurnWidth; - uniform float4 _BurnEdgeColor; - uniform float _BurnFade; - #endif - #ifdef _ENABLERAINBOW_ON - uniform float2 _RainbowCenter; - uniform float2 _RainbowNoiseScale; - uniform float _RainbowNoiseFactor; - uniform float _RainbowDensity; - uniform float _RainbowSpeed; - uniform float _RainbowSaturation; - uniform float _RainbowBrightness; - uniform float _RainbowContrast; - uniform float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - uniform float _ShineSaturation; - uniform float _ShineContrast; - uniform float4 _ShineColor; - uniform float _ShineRotation; - uniform float _ShineFrequency; - uniform float _ShineSpeed; - uniform float _ShineWidth; - uniform float _ShineSmooth; - uniform float _ShineFade; - uniform sampler2D _ShineMask; - uniform float4 _ShineMask_ST; - #endif - #ifdef _ENABLEPOISON_ON - uniform float2 _PoisonNoiseSpeed; - uniform float2 _PoisonNoiseScale; - uniform float _PoisonShiftSpeed; - uniform float _PoisonDensity; - uniform float4 _PoisonColor; - uniform float _PoisonFade; - uniform float _PoisonNoiseBrightness; - uniform float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - uniform float4 _EnchantedLowColor; - uniform float4 _EnchantedHighColor; - uniform float2 _EnchantedSpeed; - uniform float2 _EnchantedScale; - uniform float _EnchantedRainbowDensity; - uniform float _EnchantedRainbowSpeed; - uniform float _EnchantedRainbowSaturation; - uniform float _EnchantedContrast; - uniform float _EnchantedBrightness; - uniform float _EnchantedReduce; - uniform float _EnchantedFade; - #endif - #ifdef _ENABLESHIFTING_ON - uniform float4 _ShiftingColorA; - uniform float4 _ShiftingColorB; - uniform float _ShiftingSpeed; - uniform float _ShiftingDensity; - uniform float _ShiftingBrightness; - uniform float _ShiftingSaturation; - uniform float _ShiftingContrast; - uniform float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - uniform sampler2D _TextureLayer1Texture; - uniform float2 _TextureLayer1Scale; - uniform float2 _TextureLayer1Offset; - uniform float2 _TextureLayer1ScrollSpeed; - uniform float _TextureLayer1EdgeClip; - #endif - uniform int _TextureLayer1Columns; - uniform int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float _TextureLayer1Speed; - #endif - uniform int _TextureLayer1StartFrame; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float4 _TextureLayer1Color; - uniform float _TextureLayer1Contrast; - uniform float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - uniform sampler2D _TextureLayer2Texture; - uniform float2 _TextureLayer2Scale; - uniform float2 _TextureLayer2Offset; - uniform float2 _TextureLayer2ScrollSpeed; - uniform float _TextureLayer2EdgeClip; - #endif - uniform int _TextureLayer2Columns; - uniform int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float _TextureLayer2Speed; - #endif - uniform int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float4 _TextureLayer2Color; - uniform float _TextureLayer2Contrast; - uniform float _TextureLayer2Fade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - uniform float _FullAlphaDissolveFade; - uniform float _FullAlphaDissolveWidth; - uniform float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - uniform float4 _FullGlowDissolveEdgeColor; - uniform float2 _FullGlowDissolveNoiseScale; - uniform float _FullGlowDissolveFade; - uniform float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - uniform float _SourceAlphaDissolveInvert; - uniform float _SourceAlphaDissolveFade; - uniform float2 _SourceAlphaDissolvePosition; - uniform float2 _SourceAlphaDissolveNoiseScale; - uniform float _SourceAlphaDissolveNoiseFactor; - uniform float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - uniform float2 _SourceGlowDissolvePosition; - uniform float2 _SourceGlowDissolveNoiseScale; - uniform float _SourceGlowDissolveNoiseFactor; - uniform float _SourceGlowDissolveFade; - uniform float _SourceGlowDissolveWidth; - uniform float4 _SourceGlowDissolveEdgeColor; - uniform float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - uniform float _DirectionalAlphaFadeInvert; - uniform float _DirectionalAlphaFadeRotation; - uniform float _DirectionalAlphaFadeFade; - uniform float2 _DirectionalAlphaFadeNoiseScale; - uniform float _DirectionalAlphaFadeNoiseFactor; - uniform float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - uniform float4 _DirectionalGlowFadeEdgeColor; - uniform float _DirectionalGlowFadeInvert; - uniform float _DirectionalGlowFadeRotation; - uniform float _DirectionalGlowFadeFade; - uniform float2 _DirectionalGlowFadeNoiseScale; - uniform float _DirectionalGlowFadeNoiseFactor; - uniform float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEHALFTONE_ON - uniform float _HalftoneInvert; - uniform float _HalftoneTiling; - uniform float _HalftoneFade; - uniform float2 _HalftonePosition; - uniform float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEADDCOLOR_ON - uniform float4 _AddColorColor; - uniform sampler2D _AddColorMask; - uniform float4 _AddColorMask_ST; - uniform float _AddColorContrast; - uniform float _AddColorFade; - #endif - #ifdef _ENABLEALPHATINT_ON - uniform float4 _AlphaTintColor; - uniform float _AlphaTintMinAlpha; - uniform float _AlphaTintFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - uniform float4 _StrongTintTint; - uniform sampler2D _StrongTintMask; - uniform float4 _StrongTintMask_ST; - uniform float _StrongTintContrast; - uniform float _StrongTintFade; - #endif - #ifdef _ENABLESHADOW_ON - uniform float4 _ShadowColor; - uniform float _ShadowFade; - uniform float2 _ShadowOffset; - #endif - #ifdef _EMISSIONTOGGLE_ON - uniform float4 _EmissionTint; - uniform sampler2D _EmissionMap; - #endif - uniform float _AlphaClip; - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - v2f VertexFunction(appdata v) - { - UNITY_SETUP_INSTANCE_ID(v); - v2f o; - UNITY_INITIALIZE_OUTPUT(v2f, o); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = v.texcoord.xyzw.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = UnityObjectToClipPos(v.vertex); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit * - appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = mul(unity_ObjectToWorld, float4((v.vertex).xyz, 1)).xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) - * - - _SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((v.vertex.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = v.texcoord.xyzw.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), - length(unity_ObjectToWorld[2].xyz)); - float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((v.vertex.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), - 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4( - (temp_output_27_0_g11725 * - _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord4 = screenPos; - o.ase_texcoord5.xyz = ase_positionWS; - - o.ase_texcoord3.xy = v.texcoord.xyzw.xy; - o.ase_texcoord6 = v.vertex; - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord3.zw = 0; - o.ase_texcoord5.w = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.vertex.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3(staticSwitch142, 0.0); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.vertex.xyz = vertexValue; - #else - v.vertex.xyz += vertexValue; - #endif - v.vertex.w = 1; - v.normal = v.normal; - v.tangent = v.tangent; - - #ifdef EDITOR_VISUALIZATION - o.vizUV = 0; - o.lightCoord = 0; - if (unity_VisualizationMode == EDITORVIZ_TEXTURE) - o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, - unity_EditorViz_Texture_ST); - else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) - { - o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; - o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); - } - #endif - - o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, - unity_DynamicLightmapST); - - return o; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 vertex : INTERNALTESSPOS; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(appdata v) - { - VertexControl o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - o.vertex = v.vertex; - o.tangent = v.tangent; - o.normal = v.normal; - o.texcoord1 = v.texcoord1; - o.texcoord2 = v.texcoord2; - o.ase_color = v.ase_color; - return o; - } - - TessellationFactors TessellationFunction(InputPatch v) - { - TessellationFactors o; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M -, _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, UNITY_MATRIX_M -, _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M -, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - o.edge [0] = tf.x; o.edge [1] = tf.y; o.edge [2] = tf.z; o.inside= tf.w; - return o; - } - - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - v2f DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - appdata o = (appdata)0; - o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; - o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; - o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; - o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; - o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot( - patch[i].vertex.xyz, patch[i].normal)); - float phongStrength = _TessPhongStrength; - o.vertex.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength) * o.vertex -.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], o); - return VertexFunction (o); - } - #else - v2f vert(appdata v) - { - return VertexFunction(v); - } - #endif - - fixed4 frag(v2f IN - #ifdef _DEPTHOFFSET_ON - , out float outputDepth : SV_Depth - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); - - #ifdef LOD_FADE_CROSSFADE - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - #endif - - #if defined(_SPECULAR_SETUP) - SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; - #else - SurfaceOutputStandard o = (SurfaceOutputStandard)0; - #endif - - float2 texCoord363 = IN.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = IN.ase_texcoord4; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit * - appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = IN.ase_texcoord5.xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(unity_WorldToObject, float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3( - (appendResult27_g11671 + temp_output_1_0_g11671), - 0.0), - float3(0, 0, 1), - (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = IN.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), - length(unity_ObjectToWorld[2].xyz)); - float2 texCoord23_g11669 = IN.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (IN.ase_texcoord6.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((IN.ase_texcoord6.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)). - r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2( - 0.321, 0.321)) * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * - _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * - _DirectionalDistortionRandomDirection) * UNITY_PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * UNITY_PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * - _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + ase_positionWS.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * - _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * (( - _SineRotateAngle / 360.0) * UNITY_PI) * _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = IN.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) * - temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow( - clampResult37_g11767, - (_CustomFadeSmoothness / max( - tex2DNode3_g11767.r, - 0.05))) * _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(ase_positionWS.x, ase_positionWS.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + - temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, - clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow(saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow( - max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, - break12_g11785.g), break12_g11785.b), 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + - break2_g11801.y + break2_g11801.z) - / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = IN.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11782) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(1, 0)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * - float2(0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + ( - _OuterOutlineTextureSpeed * - temp_output_186_0_g11810)))).rgb * - temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + - temp_output_7_0_g11810) * _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max( - tex2D( - _MainTex, - ( - temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * - float2( - 0, - - 1)) - * - temp_output_25_0_g11810))) - .a, - tex2D( - _MainTex, - ( - temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * - float2( - 0, - 1)) - * - temp_output_25_0_g11810))) - .a), - tex2D( - _MainTex, - ( - temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * float2( - -1, 0)) - * - temp_output_25_0_g11810))) - .a), - tex2D(_MainTex, - ( - temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * float2(1, 0)) - * - temp_output_25_0_g11810))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth - * - float2(-0.705, 0.705)) * - temp_output_25_0_g11810))). - a), tex2D( - _MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(0.705, -0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2( - -0.705, -0.705)) * - temp_output_25_0_g11810))).a) * 3.0), - 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11773)))).rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth - * float2(0, -1)) * - temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth - * float2(0, 1)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11787))).a) * 3.0), 1.0), temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + - 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * - temp_output_44_0_g11815 * 0.2)) + - ase_positionWS.y) / temp_output_44_0_g11815) * - _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * - _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y - + - break2_g11820.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + - temp_output_99_0_g11852) * _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + - break2_g11855.y + break2_g11855.y + break2_g11855.z) / - 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11845 * _MetalNoiseSpeed) + - temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = IN.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * UNITY_PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = IN.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - UNITY_PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - UNITY_PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = IN.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; - - #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b)); - float2 temp_output_11_0_g11915 = finalUV146; - float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915); - float3 appendResult18_g11915 = ( - float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b)); - float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a); - #else - float3 staticSwitch13_g11915 = float3(0, 0, 0); - #endif - - o.Albedo = temp_output_340_0.rgb; - o.Normal = fixed3(0, 0, 1); - o.Emission = staticSwitch13_g11915; - o.Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - - #ifdef _ALPHATEST_ON - clip(o.Alpha - AlphaClipThreshold); - #endif - - #ifdef _DEPTHOFFSET_ON - outputDepth = IN.pos.z; - #endif - - UnityMetaInput metaIN; - UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); - metaIN.Albedo = o.Albedo; - metaIN.Emission = o.Emission; - #ifdef EDITOR_VISUALIZATION - metaIN.VizUV = IN.vizUV; - metaIN.LightCoord = IN.lightCoord; - #endif - return UnityMetaFragment(metaIN); - } - ENDCG - } - - - Pass - { - - Name "ShadowCaster" - Tags - { - "LightMode"="ShadowCaster" - } - ZWrite On - ZTest LEqual - AlphaToMask Off - - CGPROGRAM - #define ASE_NEEDS_FRAG_SHADOWCOORDS - #pragma multi_compile_instancing - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_ON 1 - #define ASE_VERSION 19801 - - #pragma vertex vert - #pragma fragment frag - #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 - #pragma multi_compile_shadowcaster - #ifndef UNITY_PASS_SHADOWCASTER - #define UNITY_PASS_SHADOWCASTER - #endif - #include "HLSLSupport.cginc" - #ifndef UNITY_INSTANCED_LOD_FADE - #define UNITY_INSTANCED_LOD_FADE - #endif - #ifndef UNITY_INSTANCED_SH - #define UNITY_INSTANCED_SH - #endif - #ifndef UNITY_INSTANCED_LIGHTMAPSTS - #define UNITY_INSTANCED_LIGHTMAPSTS - #endif - #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) - #define CAN_SKIP_VPOS - #endif - #include "UnityShaderVariables.cginc" - #include "UnityCG.cginc" - #include "Lighting.cginc" - #include "UnityPBSLighting.cginc" - - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - struct appdata - { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f - { - V2F_SHADOW_CASTER; - float4 ase_texcoord2 : TEXCOORD2; - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; - float4 ase_texcoord5 : TEXCOORD5; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - #ifdef UNITY_STANDARD_USE_DITHER_MASK - sampler3D _DitherMaskLOD; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishStretch; - #endif - #ifdef _ENABLESCREENTILING_ON - uniform float2 _ScreenTilingScale; - uniform float2 _ScreenTilingOffset; - uniform float _ScreenTilingPixelsPerUnit; - #endif - uniform sampler2D _MainTex; - float4 _MainTex_TexelSize; - #ifdef _ENABLEWORLDTILING_ON - uniform float2 _WorldTilingScale; - uniform float2 _WorldTilingOffset; - uniform float _WorldTilingPixelsPerUnit; - #endif - #ifdef _SPRITESHEETFIX_ON - uniform float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESQUISH_ON - uniform float _SquishFade; - uniform float _SquishFlip; - uniform float _SquishSquish; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - uniform float _TimeValue; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - uniform float UnscaledTime; - #endif - #ifdef _TOGGLETIMESPEED_ON - uniform float _TimeSpeed; - #endif - #ifdef _TOGGLETIMEFPS_ON - uniform float _TimeFPS; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - uniform float _TimeFrequency; - uniform float _TimeRange; - #endif - #ifdef _ENABLESINEMOVE_ON - uniform float2 _SineMoveFrequency; - uniform float2 _SineMoveOffset; - uniform float _SineMoveFade; - #endif - #ifdef _ENABLEVIBRATE_ON - uniform float _VibrateFrequency; - uniform float _VibrateOffset; - uniform float _VibrateFade; - uniform float _VibrateRotation; - #endif - #ifdef _ENABLESINESCALE_ON - uniform float _SineScaleFrequency; - uniform float2 _SineScaleFactor; - #endif - uniform float _FadingFade; - #ifdef _SHADERFADING_MASK - uniform sampler2D _FadingMask; - uniform float4 _FadingMask_ST; - #endif - uniform float _FadingWidth; - uniform sampler2D _UberNoiseTexture; - uniform float _PixelsPerUnit; - #ifdef _SHADERSPACE_UI_GRAPHIC - uniform float _RectWidth; - uniform float _RectHeight; - #endif - uniform float _ScreenWidthUnits; - uniform float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - uniform float2 _FadingPosition; - uniform float _FadingNoiseFactor; - #endif - #ifdef _ENABLEWIND_ON - uniform float _WindRotationWindFactor; - uniform float WindMinIntensity; - uniform float _WindMinIntensity; - uniform float WindMaxIntensity; - uniform float _WindMaxIntensity; - uniform float _WindXPosition; - uniform float WindNoiseScale; - uniform float _WindNoiseScale; - uniform float WindTime; - uniform float _WindNoiseSpeed; - uniform float _WindRotation; - uniform float _WindMaxRotation; - uniform float _WindFlip; - uniform float _WindSquishFactor; - uniform float _WindSquishWindFactor; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - uniform float _FullDistortionFade; - uniform float2 _FullDistortionNoiseScale; - uniform float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - uniform float2 _DirectionalDistortionDistortionScale; - uniform float _DirectionalDistortionRandomDirection; - uniform float2 _DirectionalDistortionDistortion; - uniform float _DirectionalDistortionInvert; - uniform float _DirectionalDistortionRotation; - uniform float _DirectionalDistortionFade; - uniform float2 _DirectionalDistortionNoiseScale; - uniform float _DirectionalDistortionNoiseFactor; - uniform float _DirectionalDistortionWidth; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float _HologramDistortionSpeed; - uniform float _HologramDistortionDensity; - uniform float _HologramDistortionScale; - uniform float _HologramDistortionOffset; - uniform float _HologramFade; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float2 _GlitchDistortionSpeed; - uniform float2 _GlitchDistortionScale; - uniform float2 _GlitchDistortion; - uniform float2 _GlitchMaskSpeed; - uniform float2 _GlitchMaskScale; - uniform float _GlitchMaskMin; - uniform float _GlitchFade; - #endif - #ifdef _ENABLEUVDISTORT_ON - uniform float2 _UVDistortFrom; - uniform float2 _UVDistortTo; - uniform float2 _UVDistortSpeed; - uniform float2 _UVDistortNoiseScale; - uniform float _UVDistortFade; - uniform sampler2D _UVDistortMask; - uniform float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESQUEEZE_ON - uniform float2 _SqueezeCenter; - uniform float _SqueezePower; - uniform float2 _SqueezeScale; - uniform float _SqueezeFade; - #endif - #ifdef _ENABLESINEROTATE_ON - uniform float _SineRotateFrequency; - uniform float _SineRotateAngle; - uniform float _SineRotateFade; - uniform float2 _SineRotatePivot; - #endif - #ifdef _ENABLEUVROTATE_ON - uniform float _UVRotateSpeed; - uniform float2 _UVRotatePivot; - #endif - #ifdef _ENABLEUVSCROLL_ON - uniform float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEPIXELATE_ON - uniform float _PixelatePixelDensity; - uniform float _PixelatePixelsPerUnit; - uniform float _PixelateFade; - #endif - #ifdef _ENABLEUVSCALE_ON - uniform float2 _UVScalePivot; - uniform float2 _UVScaleScale; - #endif - #ifdef _ENABLEWIGGLE_ON - uniform float _WiggleFrequency; - uniform float _WiggleSpeed; - uniform float _WiggleOffset; - uniform float _WiggleFade; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - uniform float _GaussianBlurOffset; - uniform float _GaussianBlurFade; - #endif - #ifdef _ENABLESHARPEN_ON - uniform float _SharpenOffset; - uniform float _SharpenFactor; - uniform float _SharpenFade; - #endif - #ifdef _ENABLESMOKE_ON - uniform float _SmokeVertexSeed; - uniform float _SmokeNoiseScale; - uniform float _SmokeNoiseFactor; - uniform float _SmokeSmoothness; - uniform float _SmokeDarkEdge; - uniform float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - uniform sampler2D _CustomFadeFadeMask; - uniform float2 _CustomFadeNoiseScale; - uniform float _CustomFadeNoiseFactor; - uniform float _CustomFadeSmoothness; - uniform float _CustomFadeAlpha; - #endif - #ifdef _ENABLECHECKERBOARD_ON - uniform float _CheckerboardDarken; - uniform float _CheckerboardTiling; - #endif - #ifdef _ENABLEFLAME_ON - uniform float2 _FlameSpeed; - uniform float2 _FlameNoiseScale; - uniform float _FlameNoiseHeightFactor; - uniform float _FlameNoiseFactor; - uniform float _FlameRadius; - uniform float _FlameSmooth; - uniform float _FlameBrightness; - #endif - #ifdef _ENABLERECOLORRGB_ON - uniform float4 _RecolorRGBRedTint; - uniform sampler2D _RecolorRGBTexture; - uniform float4 _RecolorRGBGreenTint; - uniform float4 _RecolorRGBBlueTint; - uniform float _RecolorRGBFade; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - uniform sampler2D _RecolorRGBYCPTexture; - uniform float4 _RecolorRGBYCPPurpleTint; - uniform float4 _RecolorRGBYCPBlueTint; - uniform float4 _RecolorRGBYCPCyanTint; - uniform float4 _RecolorRGBYCPGreenTint; - uniform float4 _RecolorRGBYCPYellowTint; - uniform float4 _RecolorRGBYCPRedTint; - uniform float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLECOLORREPLACE_ON - uniform float4 _ColorReplaceFromColor; - uniform float _ColorReplaceContrast; - uniform float4 _ColorReplaceToColor; - uniform float _ColorReplaceSmoothness; - uniform float _ColorReplaceRange; - uniform float _ColorReplaceFade; - #endif - #ifdef _ENABLENEGATIVE_ON - uniform float _NegativeFade; - #endif - #ifdef _ENABLECONTRAST_ON - uniform float _Contrast; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - uniform float _Brightness; - #endif - #ifdef _ENABLEHUE_ON - uniform float _Hue; - #endif - #ifdef _ENABLESPLITTONING_ON - uniform float4 _SplitToningShadowsColor; - uniform float4 _SplitToningHighlightsColor; - uniform float _SplitToningShift; - uniform float _SplitToningBalance; - uniform float _SplitToningContrast; - uniform float _SplitToningFade; - #endif - #ifdef _ENABLEBLACKTINT_ON - uniform float4 _BlackTintColor; - uniform float _BlackTintPower; - uniform float _BlackTintFade; - #endif - #ifdef _ENABLEINKSPREAD_ON - uniform float4 _InkSpreadColor; - uniform float _InkSpreadContrast; - uniform float _InkSpreadFade; - uniform float _InkSpreadDistance; - uniform float2 _InkSpreadPosition; - uniform float2 _InkSpreadNoiseScale; - uniform float _InkSpreadNoiseFactor; - uniform float _InkSpreadWidth; - #endif - #ifdef _ENABLESHIFTHUE_ON - uniform float _ShiftHueSpeed; - #endif - #ifdef _ENABLEADDHUE_ON - uniform float _AddHueSpeed; - uniform float _AddHueSaturation; - uniform float _AddHueBrightness; - uniform float _AddHueContrast; - uniform float _AddHueFade; - uniform sampler2D _AddHueMask; - uniform float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - uniform float _SineGlowContrast; - uniform float4 _SineGlowColor; - uniform sampler2D _SineGlowMask; - uniform float4 _SineGlowMask_ST; - uniform float _SineGlowFade; - uniform float _SineGlowFrequency; - uniform float _SineGlowMax; - uniform float _SineGlowMin; - #endif - #ifdef _ENABLESATURATION_ON - uniform float _Saturation; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - uniform float4 _InnerOutlineColor; - uniform sampler2D _InnerOutlineTintTexture; - uniform float2 _InnerOutlineTextureSpeed; - uniform float _InnerOutlineFade; - uniform float2 _InnerOutlineNoiseSpeed; - uniform float2 _InnerOutlineNoiseScale; - uniform float2 _InnerOutlineDistortionIntensity; - uniform float _InnerOutlineWidth; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - uniform float4 _OuterOutlineColor; - uniform sampler2D _OuterOutlineTintTexture; - uniform float2 _OuterOutlineTextureSpeed; - uniform float _OuterOutlineFade; - uniform float2 _OuterOutlineNoiseSpeed; - uniform float2 _OuterOutlineNoiseScale; - uniform float2 _OuterOutlineDistortionIntensity; - uniform float _OuterOutlineWidth; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - uniform float4 _PixelOutlineColor; - uniform sampler2D _PixelOutlineTintTexture; - uniform float2 _PixelOutlineTextureSpeed; - uniform float _PixelOutlineFade; - uniform float _PixelOutlineAlphaLimit; - uniform float _PixelOutlineWidth; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - uniform float4 _PingPongGlowFrom; - uniform float4 _PingPongGlowTo; - uniform float _PingPongGlowFrequency; - uniform float _PingPongGlowFade; - uniform float _PingPongGlowContrast; - #endif - #ifdef _ENABLEHOLOGRAM_ON - uniform float4 _HologramTint; - uniform float _HologramContrast; - uniform float _HologramLineSpeed; - uniform float _HologramLineFrequency; - uniform float _HologramLineGap; - uniform float _HologramMinAlpha; - #endif - #ifdef _ENABLEGLITCH_ON - uniform float _GlitchBrightness; - uniform float2 _GlitchNoiseSpeed; - uniform float2 _GlitchNoiseScale; - uniform float _GlitchHueSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - uniform float4 _CamouflageBaseColor; - uniform float4 _CamouflageColorA; - uniform float _CamouflageDensityA; - uniform float2 _CamouflageDistortionSpeed; - uniform float2 _CamouflageDistortionScale; - uniform float2 _CamouflageDistortionIntensity; - uniform float2 _CamouflageNoiseScaleA; - uniform float _CamouflageSmoothnessA; - uniform float4 _CamouflageColorB; - uniform float _CamouflageDensityB; - uniform float2 _CamouflageNoiseScaleB; - uniform float _CamouflageSmoothnessB; - uniform float _CamouflageContrast; - uniform float _CamouflageFade; - #endif - #ifdef _ENABLEMETAL_ON - uniform float _MetalHighlightDensity; - uniform float2 _MetalNoiseDistortionSpeed; - uniform float2 _MetalNoiseDistortionScale; - uniform float2 _MetalNoiseDistortion; - uniform float2 _MetalNoiseSpeed; - uniform float2 _MetalNoiseScale; - uniform float4 _MetalHighlightColor; - uniform float _MetalHighlightContrast; - uniform float _MetalContrast; - uniform float4 _MetalColor; - uniform float _MetalFade; - uniform sampler2D _MetalMask; - uniform float4 _MetalMask_ST; - #endif - #ifdef _ENABLEFROZEN_ON - uniform float _FrozenContrast; - uniform float4 _FrozenTint; - uniform float _FrozenSnowContrast; - uniform float4 _FrozenSnowColor; - uniform float _FrozenSnowDensity; - uniform float2 _FrozenSnowScale; - uniform float _FrozenHighlightDensity; - uniform float2 _FrozenHighlightDistortionSpeed; - uniform float2 _FrozenHighlightDistortionScale; - uniform float2 _FrozenHighlightDistortion; - uniform float2 _FrozenHighlightSpeed; - uniform float2 _FrozenHighlightScale; - uniform float4 _FrozenHighlightColor; - uniform float _FrozenHighlightContrast; - uniform float _FrozenFade; - #endif - #ifdef _ENABLEBURN_ON - uniform float _BurnInsideContrast; - uniform float4 _BurnInsideNoiseColor; - uniform float _BurnInsideNoiseFactor; - uniform float2 _BurnSwirlNoiseScale; - uniform float _BurnSwirlFactor; - uniform float2 _BurnInsideNoiseScale; - uniform float4 _BurnInsideColor; - uniform float _BurnRadius; - uniform float2 _BurnPosition; - uniform float2 _BurnEdgeNoiseScale; - uniform float _BurnEdgeNoiseFactor; - uniform float _BurnWidth; - uniform float4 _BurnEdgeColor; - uniform float _BurnFade; - #endif - #ifdef _ENABLERAINBOW_ON - uniform float2 _RainbowCenter; - uniform float2 _RainbowNoiseScale; - uniform float _RainbowNoiseFactor; - uniform float _RainbowDensity; - uniform float _RainbowSpeed; - uniform float _RainbowSaturation; - uniform float _RainbowBrightness; - uniform float _RainbowContrast; - uniform float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - uniform float _ShineSaturation; - uniform float _ShineContrast; - uniform float4 _ShineColor; - uniform float _ShineRotation; - uniform float _ShineFrequency; - uniform float _ShineSpeed; - uniform float _ShineWidth; - uniform float _ShineSmooth; - uniform float _ShineFade; - uniform sampler2D _ShineMask; - uniform float4 _ShineMask_ST; - #endif - #ifdef _ENABLEPOISON_ON - uniform float2 _PoisonNoiseSpeed; - uniform float2 _PoisonNoiseScale; - uniform float _PoisonShiftSpeed; - uniform float _PoisonDensity; - uniform float4 _PoisonColor; - uniform float _PoisonFade; - uniform float _PoisonNoiseBrightness; - uniform float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEENCHANTED_ON - uniform float4 _EnchantedLowColor; - uniform float4 _EnchantedHighColor; - uniform float2 _EnchantedSpeed; - uniform float2 _EnchantedScale; - uniform float _EnchantedRainbowDensity; - uniform float _EnchantedRainbowSpeed; - uniform float _EnchantedRainbowSaturation; - uniform float _EnchantedContrast; - uniform float _EnchantedBrightness; - uniform float _EnchantedReduce; - uniform float _EnchantedFade; - #endif - #ifdef _ENABLESHIFTING_ON - uniform float4 _ShiftingColorA; - uniform float4 _ShiftingColorB; - uniform float _ShiftingSpeed; - uniform float _ShiftingDensity; - uniform float _ShiftingBrightness; - uniform float _ShiftingSaturation; - uniform float _ShiftingContrast; - uniform float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - uniform sampler2D _TextureLayer1Texture; - uniform float2 _TextureLayer1Scale; - uniform float2 _TextureLayer1Offset; - uniform float2 _TextureLayer1ScrollSpeed; - uniform float _TextureLayer1EdgeClip; - #endif - uniform int _TextureLayer1Columns; - uniform int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float _TextureLayer1Speed; - #endif - uniform int _TextureLayer1StartFrame; - #ifdef _ENABLETEXTURELAYER1_ON - uniform float4 _TextureLayer1Color; - uniform float _TextureLayer1Contrast; - uniform float _TextureLayer1Fade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - uniform sampler2D _TextureLayer2Texture; - uniform float2 _TextureLayer2Scale; - uniform float2 _TextureLayer2Offset; - uniform float2 _TextureLayer2ScrollSpeed; - uniform float _TextureLayer2EdgeClip; - #endif - uniform int _TextureLayer2Columns; - uniform int _TextureLayer2Rows; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float _TextureLayer2Speed; - #endif - uniform int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - uniform float4 _TextureLayer2Color; - uniform float _TextureLayer2Contrast; - uniform float _TextureLayer2Fade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - uniform float _FullAlphaDissolveFade; - uniform float _FullAlphaDissolveWidth; - uniform float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - uniform float4 _FullGlowDissolveEdgeColor; - uniform float2 _FullGlowDissolveNoiseScale; - uniform float _FullGlowDissolveFade; - uniform float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - uniform float _SourceAlphaDissolveInvert; - uniform float _SourceAlphaDissolveFade; - uniform float2 _SourceAlphaDissolvePosition; - uniform float2 _SourceAlphaDissolveNoiseScale; - uniform float _SourceAlphaDissolveNoiseFactor; - uniform float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - uniform float2 _SourceGlowDissolvePosition; - uniform float2 _SourceGlowDissolveNoiseScale; - uniform float _SourceGlowDissolveNoiseFactor; - uniform float _SourceGlowDissolveFade; - uniform float _SourceGlowDissolveWidth; - uniform float4 _SourceGlowDissolveEdgeColor; - uniform float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - uniform float _DirectionalAlphaFadeInvert; - uniform float _DirectionalAlphaFadeRotation; - uniform float _DirectionalAlphaFadeFade; - uniform float2 _DirectionalAlphaFadeNoiseScale; - uniform float _DirectionalAlphaFadeNoiseFactor; - uniform float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - uniform float4 _DirectionalGlowFadeEdgeColor; - uniform float _DirectionalGlowFadeInvert; - uniform float _DirectionalGlowFadeRotation; - uniform float _DirectionalGlowFadeFade; - uniform float2 _DirectionalGlowFadeNoiseScale; - uniform float _DirectionalGlowFadeNoiseFactor; - uniform float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEHALFTONE_ON - uniform float _HalftoneInvert; - uniform float _HalftoneTiling; - uniform float _HalftoneFade; - uniform float2 _HalftonePosition; - uniform float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEADDCOLOR_ON - uniform float4 _AddColorColor; - uniform sampler2D _AddColorMask; - uniform float4 _AddColorMask_ST; - uniform float _AddColorContrast; - uniform float _AddColorFade; - #endif - #ifdef _ENABLEALPHATINT_ON - uniform float4 _AlphaTintColor; - uniform float _AlphaTintMinAlpha; - uniform float _AlphaTintFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - uniform float4 _StrongTintTint; - uniform sampler2D _StrongTintMask; - uniform float4 _StrongTintMask_ST; - uniform float _StrongTintContrast; - uniform float _StrongTintFade; - #endif - #ifdef _ENABLESHADOW_ON - uniform float4 _ShadowColor; - uniform float _ShadowFade; - uniform float2 _ShadowOffset; - #endif - uniform float _AlphaClip; - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - v2f VertexFunction(appdata v) - { - UNITY_SETUP_INSTANCE_ID(v); - v2f o; - UNITY_INITIALIZE_OUTPUT(v2f, o); - UNITY_TRANSFER_INSTANCE_ID(v, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = UnityObjectToClipPos(v.vertex); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit * - appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = mul(unity_ObjectToWorld, float4((v.vertex).xyz, 1)).xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((v.vertex.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), - length(unity_ObjectToWorld[2].xyz)); - float2 texCoord23_g11669 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((v.vertex.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, - 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, - 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - o.ase_texcoord3 = screenPos; - o.ase_texcoord4.xyz = ase_positionWS; - - o.ase_texcoord2.xy = v.ase_texcoord.xy; - o.ase_texcoord5 = v.vertex; - o.ase_color = v.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - o.ase_texcoord2.zw = 0; - o.ase_texcoord4.w = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = v.vertex.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - float3 vertexValue = float3(staticSwitch142, 0.0); - #ifdef ASE_ABSOLUTE_VERTEX_POS - v.vertex.xyz = vertexValue; - #else - v.vertex.xyz += vertexValue; - #endif - v.vertex.w = 1; - v.normal = v.normal; - v.tangent = v.tangent; - - TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) - return o; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 vertex : INTERNALTESSPOS; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(appdata v) - { - VertexControl o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_TRANSFER_INSTANCE_ID(v, o); - o.vertex = v.vertex; - o.tangent = v.tangent; - o.normal = v.normal; - o.texcoord1 = v.texcoord1; - o.texcoord2 = v.texcoord2; - o.ase_texcoord = v.ase_texcoord; - o.ase_color = v.ase_color; - return o; - } - - TessellationFactors TessellationFunction(InputPatch v) - { - TessellationFactors o; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M -, _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, UNITY_MATRIX_M -, _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M -, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - o.edge [0] = tf.x; o.edge [1] = tf.y; o.edge [2] = tf.z; o.inside= tf.w; - return o; - } - - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - v2f DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - appdata o = (appdata)0; - o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; - o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; - o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; - o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; - o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord - * bary.z; - o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot( - patch[i].vertex.xyz, patch[i].normal)); - float phongStrength = _TessPhongStrength; - o.vertex.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength) * o.vertex -.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], o); - return VertexFunction (o); - } - #else - v2f vert(appdata v) - { - return VertexFunction(v); - } - #endif - - fixed4 frag(v2f IN - #ifdef _DEPTHOFFSET_ON - , out float outputDepth : SV_Depth - #endif - #if !defined( CAN_SKIP_VPOS ) - , UNITY_VPOS_TYPE vpos : VPOS - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(IN); - - #ifdef LOD_FADE_CROSSFADE - UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); - #endif - - #if defined(_SPECULAR_SETUP) - SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; - #else - SurfaceOutputStandard o = (SurfaceOutputStandard)0; - #endif - - float2 texCoord363 = IN.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = IN.ase_texcoord3; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit * - appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = IN.ase_texcoord4.xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(unity_WorldToObject, float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _Time.y; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1), - (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = IN.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), - length(unity_ObjectToWorld[2].xyz)); - float2 texCoord23_g11669 = IN.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (IN.ase_texcoord5.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x / - _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * - UNITY_PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), - (((_DirectionalDistortionRotation / 180.0) + - - 0.25) * UNITY_PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + ase_positionWS.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * - shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * - temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = IN.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * UNITY_PI) * - _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = IN.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = IN.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + - temp_output_43_0_g11765) * temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow( - clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * - _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(ase_positionWS.x, ase_positionWS.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, -(((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow(saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001), max(_SplitToningContrast, 0.0001))), - _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801 - .y + break2_g11801.y + break2_g11801.y + break2_g11801.z) / 6.0), 0.0001), - max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = IN.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = IN.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * - temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11782) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0, -1)) * temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(-1, 0)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0.705, 0.705)) * temp_output_25_0_g11782))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0.705, -0.705)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * - temp_output_186_0_g11810)))).rgb * temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11810))).a, - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(1, 0)) * temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0.705, 0.705)) * temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(-0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11810))).a) * 3.0), 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * - temp_output_39_0_g11773)))).rgb * temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, -1)) * - temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, 1)) * temp_output_209_0_g11787))). - a), tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth - * float2(-1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(1, 0)) * - temp_output_209_0_g11787))).a) * 3.0), 1.0), - temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) - / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), - max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + - ase_positionWS.y) / temp_output_44_0_g11815) * - _HologramLineFrequency))), - _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * - temp_output_34_0_g11818)) * - _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + - break2_g11820.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + temp_output_99_0_g11852) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + - break2_g11855.y + - break2_g11855.z) / 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + temp_output_58_0_g11845) * - _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * - _MetalNoiseDistortion) + ((temp_output_59_0_g11845 * - _MetalNoiseSpeed) + temp_output_58_0_g11845)) * - _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = IN.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), max(_MetalHighlightContrast, 0.0001))) + ( - pow(max(temp_output_5_0_g11845, 0.0001), max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * UNITY_PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = IN.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - UNITY_PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - UNITY_PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = IN.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = IN.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = IN.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (IN.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; - - o.Normal = fixed3(0, 0, 1); - o.Occlusion = 1; - o.Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - float AlphaClipThresholdShadow = 0.5; - - #ifdef _ALPHATEST_SHADOW_ON - if (unity_LightShadowBias.z != 0.0) - clip(o.Alpha - AlphaClipThresholdShadow); - #ifdef _ALPHATEST_ON + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction( appdata v ) + { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord6.xy = v.texcoord.xyzw.xy; + o.ase_texcoord7 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord6.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 normalWS = UnityObjectToWorldNormal( v.normal ); + half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz ); + + o.pos = UnityObjectToClipPos( v.vertex ); + o.worldPos.xyz = positionWS; + o.normalWS = normalWS; + o.tangentWS = half4( tangentWS, v.tangent.w ); + + o.ambientOrLightmapUV = 0; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #elif UNITY_SHOULD_SAMPLE_SH + #ifdef VERTEXLIGHT_ON + o.ambientOrLightmapUV.rgb += Shade4PointLights( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, positionWS, normalWS ); + #endif + o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb ); + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.tangentWS.zw = v.texcoord.xy; + o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + #if defined( ASE_FOG ) + UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS( o, o.pos ); + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half4 tangent : TANGENT; + half3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag( v2f IN + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + SurfaceOutput o = (SurfaceOutput)0; + #else + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + #endif + + half atten; + { + #if defined( ASE_RECEIVE_SHADOWS ) + UNITY_LIGHT_ATTENUATION( temp, IN, IN.worldPos.xyz ) + atten = temp; + #else + atten = 1; + #endif + } + + float3 PositionWS = IN.worldPos.xyz; + half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) ); + float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + half3 NormalWS = IN.normalWS; + half3 TangentWS = IN.tangentWS.xyz; + half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w; + half3 LightAtten = atten; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif + + float2 texCoord363 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (IN.ase_texcoord7.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (IN.ase_texcoord7.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult10_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11681 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11681 = appendResult2_g11681; + #else + float2 staticSwitch9_g11681 = ( float2( 100,100 ) / appendResult10_g11681 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11681.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11739 = appendResult2_g11739; + #else + float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord6.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord6.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; else - clip(o.Alpha - AlphaClipThreshold); - #endif - #else - #ifdef _ALPHATEST_ON - clip(o.Alpha - AlphaClipThreshold); - #endif - #endif + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = IN.ase_texcoord6.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord6.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult10_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11783 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11783 = appendResult2_g11783; + #else + float2 staticSwitch9_g11783 = ( float2( 100,100 ) / appendResult10_g11783 ); + #endif + float2 temp_output_25_0_g11782 = staticSwitch9_g11783; + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult10_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11812 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11812 = appendResult2_g11812; + #else + float2 staticSwitch9_g11812 = ( float2( 100,100 ) / appendResult10_g11812 ); + #endif + float2 temp_output_25_0_g11810 = staticSwitch9_g11812; + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord6.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord6.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord6.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord6.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult10_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11904 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11904 = appendResult2_g11904; + #else + float2 staticSwitch9_g11904 = ( float2( 100,100 ) / appendResult10_g11904 ); + #endif + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11904 * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + float2 temp_output_11_0_g11915 = finalUV146; + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); + float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); + #else + float staticSwitch23_g11915 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); + #else + float staticSwitch22_g11915 = _Smoothness; + #endif + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); + #endif + - #if defined( CAN_SKIP_VPOS ) - float2 vpos = IN.pos; - #endif + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); - #ifdef UNITY_STANDARD_USE_DITHER_MASK - half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy * 0.25, o.Alpha * 0.9375)).a; - clip(alphaRef - 0.01); - #endif + half3 Specular = half3( 0, 0, 0 ); + half Metallic = staticSwitch23_g11915; + half Smoothness = staticSwitch22_g11915; + half Occlusion = 1; - #ifdef _DEPTHOFFSET_ON - outputDepth = IN.pos.z; - #endif + #if defined(ASE_LIGHTING_SIMPLE) + o.Specular = Specular.x; + o.Gloss = Smoothness; + #else + #if defined(_SPECULAR_SETUP) + o.Specular = Specular; + #else + o.Metallic = Metallic; + #endif + o.Occlusion = Occlusion; + o.Smoothness = Smoothness; + #endif - SHADOW_CASTER_FRAGMENT(IN) - } - ENDCG - } + o.Emission = staticSwitch13_g11915; + o.Alpha = temp_output_340_0.a; + half AlphaClipThreshold = _AlphaClip; + half AlphaClipThresholdShadow = 0.5; + half3 BakedGI = 0; + half3 Transmission = 1; + half3 Translucency = 1; - } - CustomEditor "SpriteShadersUltimate.SSUShaderGUI" + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif - Fallback Off + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #if defined( ASE_CHANGES_WORLD_POS ) + { + #if defined( ASE_RECEIVE_SHADOWS ) + UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS ) + LightAtten = temp; + #else + LightAtten = 1; + #endif + } + #endif + + #if ( ASE_FRAGMENT_NORMAL == 0 ) + o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS ); + #elif ( ASE_FRAGMENT_NORMAL == 1 ) + o.Normal = UnityObjectToWorldNormal( o.Normal ); + #elif ( ASE_FRAGMENT_NORMAL == 2 ) + // @diogo: already in world-space; do nothing + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) ); + #else + half3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = PositionWS; + giInput.worldViewDir = ViewDirWS; + giInput.atten = atten; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.ambientOrLightmapUV; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.ambientOrLightmapUV.rgb; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + #if defined(_SPECULAR_SETUP) + LightingBlinnPhong_GI(o, giInput, gi); + #else + LightingLambert_GI(o, giInput, gi); + #endif + #else + #if defined(_SPECULAR_SETUP) + LightingStandardSpecular_GI(o, giInput, gi); + #else + LightingStandard_GI(o, giInput, gi); + #endif + #endif + + #ifdef ASE_BAKEDGI + gi.indirect.diffuse = BakedGI; + #endif + + #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) + gi.indirect.diffuse = 0; + #endif + + half4 c = 0; + #if defined(ASE_LIGHTING_SIMPLE) + #if defined(_SPECULAR_SETUP) + c += LightingBlinnPhong (o, ViewDirWS, gi); + #else + c += LightingLambert( o, gi ); + #endif + #else + #if defined(_SPECULAR_SETUP) + c += LightingStandardSpecular (o, ViewDirWS, gi); + #else + c += LightingStandard(o, ViewDirWS, gi); + #endif + #endif + + #ifdef ASE_TRANSMISSION + { + half shadow = _TransmissionShadow; + #ifdef DIRECTIONAL + half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + half3 lightAtten = gi.light.color; + #endif + half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; + c.rgb += o.Albedo * transmission; + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + half shadow = _TransShadow; + half normal = _TransNormal; + half scattering = _TransScattering; + half direct = _TransDirect; + half ambient = _TransAmbient; + half strength = _TransStrength; + + #ifdef DIRECTIONAL + half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + half3 lightAtten = gi.light.color; + #endif + half3 lightDir = gi.light.dir + o.Normal * normal; + half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering ); + half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; + c.rgb += o.Albedo * translucency * strength; + } + #endif + + c.rgb += o.Emission; + + #if defined( ASE_FOG ) + UNITY_EXTRACT_FOG_FROM_WORLD_POS( IN ); + UNITY_APPLY_FOG(_unity_fogCoord, c.rgb); + #endif + return c; + } + ENDCG + } + + + Pass + { + + Name "ForwardAdd" + Tags { "LightMode"="ForwardAdd" } + ZWrite Off + Blend One One + + CGPROGRAM + #define ASE_GEOMETRY + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG + #define ASE_VERSION 19905 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants INSTANCING_ON + #pragma multi_compile_fwdadd_fullshadows + #ifndef UNITY_PASS_FORWARDADD + #define UNITY_PASS_FORWARDADD + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + UNITY_LIGHTING_COORDS( 3, 4 ) + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; + #endif + uniform float _Smoothness; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + uniform float _AlphaClip; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord5.xy = v.texcoord.xyzw.xy; + o.ase_texcoord6 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord5.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 normalWS = UnityObjectToWorldNormal( v.normal ); + half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz ); + + o.pos = UnityObjectToClipPos( v.vertex ); + o.worldPos.xyz = positionWS; + o.normalWS = normalWS; + o.tangentWS = half4( tangentWS, v.tangent.w ); + + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + #if defined( ASE_FOG ) + UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS( o, o.pos ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.tangentWS.zw = v.texcoord.xy; + o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half4 tangent : TANGENT; + half3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag ( v2f IN + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + SurfaceOutput o = (SurfaceOutput)0; + #else + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + #endif + + half atten; + { + #if defined( ASE_RECEIVE_SHADOWS ) + UNITY_LIGHT_ATTENUATION( temp, IN, IN.worldPos.xyz ) + atten = temp; + #else + atten = 1; + #endif + } + + float3 PositionWS = IN.worldPos.xyz; + half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) ); + float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + half3 NormalWS = IN.normalWS; + half3 TangentWS = IN.tangentWS.xyz; + half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w; + half3 LightAtten = atten; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif + + float2 texCoord363 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (IN.ase_texcoord6.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (IN.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult10_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11681 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11681 = appendResult2_g11681; + #else + float2 staticSwitch9_g11681 = ( float2( 100,100 ) / appendResult10_g11681 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11681.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11739 = appendResult2_g11739; + #else + float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord5.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord5.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = IN.ase_texcoord5.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord5.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult10_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11783 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11783 = appendResult2_g11783; + #else + float2 staticSwitch9_g11783 = ( float2( 100,100 ) / appendResult10_g11783 ); + #endif + float2 temp_output_25_0_g11782 = staticSwitch9_g11783; + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult10_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11812 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11812 = appendResult2_g11812; + #else + float2 staticSwitch9_g11812 = ( float2( 100,100 ) / appendResult10_g11812 ); + #endif + float2 temp_output_25_0_g11810 = staticSwitch9_g11812; + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord5.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord5.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord5.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord5.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult10_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11904 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11904 = appendResult2_g11904; + #else + float2 staticSwitch9_g11904 = ( float2( 100,100 ) / appendResult10_g11904 ); + #endif + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11904 * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + float2 temp_output_11_0_g11915 = finalUV146; + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); + float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); + #else + float staticSwitch23_g11915 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); + #else + float staticSwitch22_g11915 = _Smoothness; + #endif + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); + #endif + + + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); + + half3 Specular = half3( 0, 0, 0 ); + half Metallic = staticSwitch23_g11915; + half Smoothness = staticSwitch22_g11915; + half Occlusion = 1; + + #if defined(ASE_LIGHTING_SIMPLE) + o.Specular = Specular.x; + o.Gloss = Smoothness; + #else + #if defined(_SPECULAR_SETUP) + o.Specular = Specular; + #else + o.Metallic = Metallic; + #endif + o.Occlusion = Occlusion; + o.Smoothness = Smoothness; + #endif + + o.Emission = staticSwitch13_g11915; + o.Alpha = temp_output_340_0.a; + half AlphaClipThreshold = _AlphaClip; + half3 Transmission = 1; + half3 Translucency = 1; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #if defined( ASE_CHANGES_WORLD_POS ) + { + #if defined( ASE_RECEIVE_SHADOWS ) + UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS ) + LightAtten = temp; + #else + LightAtten = 1; + #endif + } + #endif + + #if ( ASE_FRAGMENT_NORMAL == 0 ) + o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS ); + #elif ( ASE_FRAGMENT_NORMAL == 1 ) + o.Normal = UnityObjectToWorldNormal( o.Normal ); + #elif ( ASE_FRAGMENT_NORMAL == 2 ) + // @diogo: already in world-space; do nothing + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) ); + #else + half3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + gi.light.color *= atten; + + half4 c = 0; + #if defined(ASE_LIGHTING_SIMPLE) + #if defined(_SPECULAR_SETUP) + c += LightingBlinnPhong (o, ViewDirWS, gi); + #else + c += LightingLambert( o, gi ); + #endif + #else + #if defined(_SPECULAR_SETUP) + c += LightingStandardSpecular(o, ViewDirWS, gi); + #else + c += LightingStandard(o, ViewDirWS, gi); + #endif + #endif + + #ifdef ASE_TRANSMISSION + { + half shadow = _TransmissionShadow; + #ifdef DIRECTIONAL + half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + half3 lightAtten = gi.light.color; + #endif + half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; + c.rgb += o.Albedo * transmission; + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + half shadow = _TransShadow; + half normal = _TransNormal; + half scattering = _TransScattering; + half direct = _TransDirect; + half ambient = _TransAmbient; + half strength = _TransStrength; + + #ifdef DIRECTIONAL + half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + half3 lightAtten = gi.light.color; + #endif + half3 lightDir = gi.light.dir + o.Normal * normal; + half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering ); + half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; + c.rgb += o.Albedo * translucency * strength; + } + #endif + + #if defined( ASE_FOG ) + UNITY_EXTRACT_FOG_FROM_WORLD_POS( IN ); + UNITY_APPLY_FOG(_unity_fogCoord, c.rgb); + #endif + return c; + } + ENDCG + } + + + Pass + { + + Name "Deferred" + Tags { "LightMode"="Deferred" } + + AlphaToMask Off + + CGPROGRAM + #define ASE_GEOMETRY + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF + #pragma multi_compile_instancing + #define ASE_FOG + #define ASE_VERSION 19905 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_prepassfinal + #ifndef UNITY_PASS_DEFERRED + #define UNITY_PASS_DEFERRED + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + half4 ambientOrLightmapUV : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef LIGHTMAP_ON + float4 unity_LightmapFade; + #endif + half4 unity_Ambient; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; + #endif + uniform float _Smoothness; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + uniform float _AlphaClip; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord4.xy = v.texcoord.xyzw.xy; + o.ase_texcoord5 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord4.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 normalWS = UnityObjectToWorldNormal( v.normal ); + half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz ); + + o.pos = UnityObjectToClipPos( v.vertex ); + o.worldPos.xyz = positionWS; + o.normalWS = normalWS; + o.tangentWS = half4( tangentWS, v.tangent.w ); + + o.ambientOrLightmapUV = 0; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #elif UNITY_SHOULD_SAMPLE_SH + #ifdef VERTEXLIGHT_ON + o.ambientOrLightmapUV.rgb += Shade4PointLights( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, positionWS, normalWS ); + #endif + o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb ); + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.tangentWS.zw = v.texcoord.xy; + o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half4 tangent : TANGENT; + half3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + void frag (v2f IN + , out half4 outGBuffer0 : SV_Target0 + , out half4 outGBuffer1 : SV_Target1 + , out half4 outGBuffer2 : SV_Target2 + , out half4 outEmission : SV_Target3 + #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) + , out half4 outShadowMask : SV_Target4 + #endif + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + SurfaceOutput o = (SurfaceOutput)0; + #else + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + #endif + + float3 PositionWS = IN.worldPos.xyz; + half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) ); + float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + half3 NormalWS = IN.normalWS; + half3 TangentWS = IN.tangentWS.xyz; + half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif + + float2 texCoord363 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (IN.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult10_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11681 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11681 = appendResult2_g11681; + #else + float2 staticSwitch9_g11681 = ( float2( 100,100 ) / appendResult10_g11681 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11681.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11739 = appendResult2_g11739; + #else + float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord4.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord4.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = IN.ase_texcoord4.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord4.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult10_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11783 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11783 = appendResult2_g11783; + #else + float2 staticSwitch9_g11783 = ( float2( 100,100 ) / appendResult10_g11783 ); + #endif + float2 temp_output_25_0_g11782 = staticSwitch9_g11783; + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult10_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11812 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11812 = appendResult2_g11812; + #else + float2 staticSwitch9_g11812 = ( float2( 100,100 ) / appendResult10_g11812 ); + #endif + float2 temp_output_25_0_g11810 = staticSwitch9_g11812; + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord4.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord4.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord4.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord4.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult10_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11904 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11904 = appendResult2_g11904; + #else + float2 staticSwitch9_g11904 = ( float2( 100,100 ) / appendResult10_g11904 ); + #endif + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11904 * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + float2 temp_output_11_0_g11915 = finalUV146; + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); + float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); + #else + float staticSwitch23_g11915 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); + #else + float staticSwitch22_g11915 = _Smoothness; + #endif + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); + #endif + + + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); + + half3 Specular = half3( 0, 0, 0 ); + half Metallic = staticSwitch23_g11915; + half Smoothness = staticSwitch22_g11915; + half Occlusion = 1; + + #if defined(ASE_LIGHTING_SIMPLE) + o.Specular = Specular.x; + o.Gloss = Smoothness; + #else + #if defined(_SPECULAR_SETUP) + o.Specular = Specular; + #else + o.Metallic = Metallic; + #endif + o.Occlusion = Occlusion; + o.Smoothness = Smoothness; + #endif + + o.Emission = staticSwitch13_g11915; + o.Alpha = temp_output_340_0.a; + half AlphaClipThreshold = _AlphaClip; + half3 BakedGI = 0; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif + + #if ( ASE_FRAGMENT_NORMAL == 0 ) + o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS ); + #elif ( ASE_FRAGMENT_NORMAL == 1 ) + o.Normal = UnityObjectToWorldNormal( o.Normal ); + #elif ( ASE_FRAGMENT_NORMAL == 2 ) + // @diogo: already in world-space; do nothing + #endif + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) ); + #else + half3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = 0; + gi.light.dir = half3( 0, 1, 0 ); + + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = PositionWS; + giInput.worldViewDir = ViewDirWS; + giInput.atten = 1; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.ambientOrLightmapUV; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.ambientOrLightmapUV.rgb; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + #if defined(_SPECULAR_SETUP) + LightingBlinnPhong_GI(o, giInput, gi); + #else + LightingLambert_GI(o, giInput, gi); + #endif + #else + #if defined(_SPECULAR_SETUP) + LightingStandardSpecular_GI(o, giInput, gi); + #else + LightingStandard_GI(o, giInput, gi); + #endif + #endif + + #ifdef ASE_BAKEDGI + gi.indirect.diffuse = BakedGI; + #endif + + #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) + gi.indirect.diffuse = 0; + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + #if defined(_SPECULAR_SETUP) + outEmission = LightingBlinnPhong_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #else + outEmission = LightingLambert_Deferred( o, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #endif + #else + #if defined(_SPECULAR_SETUP) + outEmission = LightingStandardSpecular_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #else + outEmission = LightingStandard_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #endif + #endif + + #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) + outShadowMask = UnityGetRawBakedOcclusions( IN.ambientOrLightmapUV.xy, float3( 0, 0, 0 ) ); + #endif + #ifndef UNITY_HDR_ON + outEmission.rgb = exp2(-outEmission.rgb); + #endif + } + ENDCG + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + Cull Off + + CGPROGRAM + #define ASE_GEOMETRY + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma multi_compile_instancing + #define ASE_FOG + #define ASE_VERSION 19905 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma shader_feature EDITOR_VISUALIZATION + #ifndef UNITY_PASS_META + #define UNITY_PASS_META + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityMetaPass.cginc" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + #ifdef EDITOR_VISUALIZATION + float2 vizUV : TEXCOORD0; + float4 lightCoord : TEXCOORD1; + #endif + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + uniform float _AlphaClip; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction( appdata v ) + { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord3 = screenPos; + o.ase_texcoord4.xyz = ase_positionWS; + + o.ase_texcoord2.xy = v.texcoord.xyzw.xy; + o.ase_texcoord5 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + o.ase_texcoord4.w = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + #ifdef EDITOR_VISUALIZATION + o.vizUV = 0; + o.lightCoord = 0; + if (unity_VisualizationMode == EDITORVIZ_TEXTURE) + o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); + else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) + { + o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); + } + #endif + + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert( appdata v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag( v2f IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + SurfaceOutput o = (SurfaceOutput)0; + #else + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + #endif + + float2 texCoord363 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord4.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (IN.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult10_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11681 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11681 = appendResult2_g11681; + #else + float2 staticSwitch9_g11681 = ( float2( 100,100 ) / appendResult10_g11681 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11681.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11739 = appendResult2_g11739; + #else + float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = IN.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult10_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11783 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11783 = appendResult2_g11783; + #else + float2 staticSwitch9_g11783 = ( float2( 100,100 ) / appendResult10_g11783 ); + #endif + float2 temp_output_25_0_g11782 = staticSwitch9_g11783; + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult10_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11812 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11812 = appendResult2_g11812; + #else + float2 staticSwitch9_g11812 = ( float2( 100,100 ) / appendResult10_g11812 ); + #endif + float2 temp_output_25_0_g11810 = staticSwitch9_g11812; + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult10_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11904 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11904 = appendResult2_g11904; + #else + float2 staticSwitch9_g11904 = ( float2( 100,100 ) / appendResult10_g11904 ); + #endif + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11904 * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float2 temp_output_11_0_g11915 = finalUV146; + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); + #endif + + + o.Albedo = temp_output_340_0.rgb; + o.Normal = half3( 0, 0, 1 ); + o.Emission = staticSwitch13_g11915; + o.Alpha = temp_output_340_0.a; + half AlphaClipThreshold = _AlphaClip; + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + UnityMetaInput metaIN; + UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); + metaIN.Albedo = o.Albedo; + metaIN.Emission = o.Emission; + #ifdef EDITOR_VISUALIZATION + metaIN.VizUV = IN.vizUV; + metaIN.LightCoord = IN.lightCoord; + #endif + return UnityMetaFragment(metaIN); + } + ENDCG + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + ZWrite On + ZTest LEqual + AlphaToMask Off + + CGPROGRAM + #define ASE_GEOMETRY + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma multi_compile_instancing + #define ASE_FOG + #define ASE_VERSION 19905 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_shadowcaster + #ifndef UNITY_PASS_SHADOWCASTER + #define UNITY_PASS_SHADOWCASTER + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + V2F_SHADOW_CASTER; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef UNITY_STANDARD_USE_DITHER_MASK + sampler3D _DitherMaskLOD; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + uniform float _AlphaClip; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction( appdata v ) + { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord2 = screenPos; + o.ase_texcoord3.xyz = ase_positionWS; + + o.ase_texcoord1.xy = v.ase_texcoord.xy; + o.ase_texcoord4 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord1.zw = 0; + o.ase_texcoord3.w = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + #if defined( ASE_IMPOSTOR ) + // Disable "Normal Bias" because we're rendering billboard impostors and there's no vertex normals. + unity_LightShadowBias.z = 0; + #endif + + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half4 tangent : TANGENT; + half3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert( appdata v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag( v2f IN + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(ASE_LIGHTING_SIMPLE) + SurfaceOutput o = (SurfaceOutput)0; + #else + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + o.Occlusion = 1; + #endif + + float2 texCoord363 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord2; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord3.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (IN.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (IN.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult10_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11681 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11681 = appendResult2_g11681; + #else + float2 staticSwitch9_g11681 = ( float2( 100,100 ) / appendResult10_g11681 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11681.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11739 = appendResult2_g11739; + #else + float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 ); + #endif + float2 uv_UVDistortMask = IN.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = IN.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult10_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11783 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11783 = appendResult2_g11783; + #else + float2 staticSwitch9_g11783 = ( float2( 100,100 ) / appendResult10_g11783 ); + #endif + float2 temp_output_25_0_g11782 = staticSwitch9_g11783; + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult10_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11812 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11812 = appendResult2_g11812; + #else + float2 staticSwitch9_g11812 = ( float2( 100,100 ) / appendResult10_g11812 ); + #endif + float2 temp_output_25_0_g11810 = staticSwitch9_g11812; + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult10_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11904 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11904 = appendResult2_g11904; + #else + float2 staticSwitch9_g11904 = ( float2( 100,100 ) / appendResult10_g11904 ); + #endif + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11904 * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + o.Normal = half3( 0, 0, 1 ); + + o.Alpha = temp_output_340_0.a; + half AlphaClipThreshold = _AlphaClip; + half AlphaClipThresholdShadow = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif + + #ifdef _ALPHATEST_SHADOW_ON + if (unity_LightShadowBias.z != 0.0) + clip(o.Alpha - AlphaClipThresholdShadow); + #ifdef _ALPHATEST_ON + else + clip(o.Alpha - AlphaClipThreshold); + #endif + #else + #ifdef _ALPHATEST_ON + clip(o.Alpha - AlphaClipThreshold); + #endif + #endif + + #ifdef UNITY_STANDARD_USE_DITHER_MASK + half alphaRef = tex3D(_DitherMaskLOD, float3(IN.pos.xy*0.25,o.Alpha*0.9375)).a; + clip(alphaRef - 0.01); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + SHADOW_CASTER_FRAGMENT(IN) + } + ENDCG + } + + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + ZWrite On + + CGPROGRAM + #define ASE_GEOMETRY + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma multi_compile_instancing + #define ASE_FOG + #define ASE_VERSION 19905 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + + #pragma multi_compile_fwdbase + #ifndef UNITY_PASS_FORWARDBASE + #define UNITY_PASS_FORWARDBASE + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + + #pragma shader_feature_local _RESIZABLETEXTURE_ON + + + int _ObjectId; + int _PassValue; + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 worldPos : TEXCOORD0; // xyz = positionWS + half3 normalWS : TEXCOORD1; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + + + v2f VertexFunction( appdata v ) + { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 normalWS = UnityObjectToWorldNormal( v.normal ); + + o.pos = UnityObjectToClipPos( v.vertex ); + o.worldPos.xyz = positionWS; + o.normalWS = normalWS; + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half3 normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.normal = v.normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag( v2f IN + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + + + half Alpha = 1; + half AlphaClipThreshold = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return float4( _ObjectId, _PassValue, 1.0, 1.0 ); + } + ENDCG + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="ScenePickingPass" } + + ZWrite On + + CGPROGRAM + #define ASE_GEOMETRY + #define ASE_FRAGMENT_NORMAL 0 + #define ASE_RECEIVE_SHADOWS + #pragma multi_compile_instancing + #define ASE_FOG + #define ASE_VERSION 19905 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + + #pragma multi_compile_fwdbase + #ifndef UNITY_PASS_FORWARDBASE + #define UNITY_PASS_FORWARDBASE + #endif + #include "HLSLSupport.cginc" + #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + + #pragma shader_feature_local _RESIZABLETEXTURE_ON + + + float4 _SelectionID; + + struct appdata + { + float4 vertex : POSITION; + half3 normal : NORMAL; + half4 tangent : TANGENT; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 worldPos : TEXCOORD0; // xyz = positionWS + half3 normalWS : TEXCOORD1; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + + + v2f VertexFunction( appdata v ) + { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 normalWS = UnityObjectToWorldNormal( v.normal ); + + o.pos = UnityObjectToClipPos( v.vertex ); + o.worldPos.xyz = positionWS; + o.normalWS = normalWS; + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + half3 normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.normal = v.normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag( v2f IN + #if defined( ASE_DEPTH_WRITE_ON ) + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + + + half Alpha = 1; + half AlphaClipThreshold = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = IN.pos.z; + #endif + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return _SelectionID; + } + ENDCG + } + + } + CustomEditor "SpriteShadersUltimate.SSUShaderGUI" + + Fallback Off } /*ASEBEGIN -Version=19801 -Node;AmplifyShaderEditor.TexturePropertyNode;502;1144.955,1000.087;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 -Node;AmplifyShaderEditor.RelayNode;105;1425.709,1004.581;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 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WireConnection;501;11;500;0 WireConnection;505;0;340;0 WireConnection;505;1;501;0 -WireConnection;505;2;501;21 WireConnection;505;4;501;10 WireConnection;505;5;501;9 +WireConnection;505;2;501;21 WireConnection;505;7;497;3 WireConnection;505;8;503;0 WireConnection;505;15;142;0 ASEEND*/ -//CHKSM=5DDCDED537F906A078B8668BE934CEE2B43DE712 \ No newline at end of file +//CHKSM=10134EB4590FF5BD7AAD82AA64EE507954D6A8B7 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader.meta index b0232f49..67867422 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader.meta @@ -13,15 +13,20 @@ ShaderImporter: - _AddColorMask: {instanceID: 0} - _RecolorRGBTexture: {instanceID: 0} - _RecolorRGBYCPTexture: {instanceID: 0} - - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} - _AddHueMask: {instanceID: 0} - _SineGlowMask: {instanceID: 0} - _MetalMask: {instanceID: 0} - _ShineMask: {instanceID: 0} - - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} - - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} - _UVDistortMask: {instanceID: 0} - _CustomFadeFadeMask: {instanceID: 0} - _texcoord: {instanceID: 0} @@ -29,3 +34,11 @@ ShaderImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn + SSU.shader + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader index c7bb0cea..3b2a60db 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader @@ -1,11 +1,10 @@ -// Made with Amplify Shader Editor v1.9.9.3 +// Made with Amplify Shader Editor v1.9.9.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) - [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 _MainTex( "MainTex", 2D ) = "white" {} _AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0.5 _NormalMap( "Normal Map", 2D ) = "bump" {} @@ -24,6 +23,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0 [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 @@ -531,6 +531,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 @@ -538,9 +539,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 - [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1 - [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1 - [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 + //_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0 + + [ToggleOff(_SPECULARHIGHLIGHTS_OFF)] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + //[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 @@ -550,6 +553,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 + + //[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1 } SubShader @@ -558,6 +563,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" } Cull Off @@ -569,10 +576,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" HLSLINCLUDE - #pragma target 4.5 + #pragma target 3.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible + #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 ) + #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default. + #endif + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" @@ -696,19 +707,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" HLSLPROGRAM - #pragma multi_compile_fragment _ALPHATEST_ON + #define ASE_GEOMETRY + #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile_fog #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _EMISSION #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN @@ -717,30 +730,39 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma vertex vert #pragma fragment frag - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif #endif #define SHADERPASS SHADERPASS_FORWARD #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" @@ -760,19 +782,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif - #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON @@ -886,8 +909,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON #pragma shader_feature _METALLICMAPTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) @@ -901,11 +924,15 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -913,25 +940,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float4 lightmapUVOrVertexSH : TEXCOORD1; + float3 positionWS : TEXCOORD0; + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + float4 lightmapUVOrVertexSH : TEXCOORD3; #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) - half4 fogFactorAndVertexLight : TEXCOORD2; - #endif - float4 tSpace0 : TEXCOORD3; - float4 tSpace1 : TEXCOORD4; - float4 tSpace2 : TEXCOORD5; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - float4 shadowCoord : TEXCOORD6; + half4 fogFactorAndVertexLight : TEXCOORD4; #endif #if defined(DYNAMICLIGHTMAP_ON) - float2 dynamicLightmapUV : TEXCOORD7; - #endif - #if defined(USE_APV_PROBE_OCCLUSION) - float4 probeOcclusion : TEXCOORD8; + float2 dynamicLightmapUV : TEXCOORD5; #endif - float4 ase_texcoord9 : TEXCOORD9; - float4 ase_texcoord10 : TEXCOORD10; + #if defined(USE_APV_PROBE_OCCLUSION) + float4 probeOcclusion : TEXCOORD6; + #endif + float4 ase_texcoord7 : TEXCOORD7; + float4 ase_texcoord8 : TEXCOORD8; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -941,9 +964,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif @@ -961,15 +981,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; @@ -980,6 +998,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif @@ -989,20 +1010,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; #endif #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; + float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; @@ -1012,18 +1030,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPRedTint; #endif @@ -1032,15 +1052,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; + float4 _ColorReplaceToColor; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPGreenTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; @@ -1049,77 +1070,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 _TextureLayer1Color; #endif float4 _MainTex_TexelSize; - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif - #ifdef _EMISSIONTOGGLE_ON - float4 _EmissionTint; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; + float4 _FrozenTint; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - float2 _MetalNoiseDistortionScale; + float2 _MetalNoiseSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; float2 _FrozenHighlightDistortion; float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; @@ -1134,14 +1149,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseScale; + float2 _MetalNoiseDistortion; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; @@ -1162,23 +1177,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; + float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; @@ -1187,7 +1205,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEPOISON_ON @@ -1201,36 +1218,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineTextureSpeed; + float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif + float2 _FadingNoiseScale; #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; + float2 _SqueezeCenter; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; float2 _UVDistortTo; float2 _UVDistortFrom; #endif @@ -1240,123 +1251,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskSpeed; float2 _GlitchDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + float2 _FullDistortionDistortion; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortion; #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; + float2 _WorldTilingOffset; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - float _DirectionalAlphaFadeNoiseFactor; + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2Scale; #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + float2 _UVScaleScale; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; #endif - float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; + float _NormalIntensity; + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEBURN_ON - float _BurnFade; + float _BurnEdgeNoiseFactor; #endif - float _Metallic; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; + float _StrongTintContrast; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; @@ -1364,57 +1373,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEFROZEN_ON + float _FrozenFade; float _FrozenHighlightContrast; #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - float _AlphaTintFade; - #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; - float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif int _TextureLayer1StartFrame; #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; @@ -1434,11 +1447,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif + int _TextureLayer2Rows; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; - #endif - int _TextureLayer2Rows; - #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; @@ -1459,10 +1473,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; @@ -1481,6 +1499,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; @@ -1491,15 +1510,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESHINE_ON float _ShineContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON float _ShineRotation; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; @@ -1509,15 +1523,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEPOISON_ON float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; @@ -1676,9 +1686,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; - float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; @@ -1687,20 +1699,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _PingPongGlowFade; float _PingPongGlowFrequency; #endif - float _Smoothness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; + float _OuterOutlineFade; #endif #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON @@ -1710,9 +1723,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; + float _SineGlowFade; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; @@ -1745,15 +1759,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; float _SineGlowContrast; #endif + #ifdef _ENABLESMOKE_ON + float _SmokeAlpha; + #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; - float _AddHueContrast; + float _AddHueBrightness; #endif #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; @@ -1766,8 +1781,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLEFLAME_ON float _FlameSmooth; - float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif @@ -1779,20 +1798,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif - #ifdef _ENABLEHUE_ON - float _Hue; + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; #endif #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif @@ -1804,17 +1822,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; - #endif float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; #endif + float _BlackTintFade; + float _BlackTintPower; + #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; + #endif float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; - float _Brightness; + float _Hue; + float _AddHueContrast; float _AlphaClip; #ifdef ASE_TRANSMISSION float _TransmissionShadow; @@ -1906,12 +1925,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" sampler2D _StrongTintMask; #endif sampler2D _NormalMap; - #ifdef _EMISSIONTOGGLE_ON - sampler2D _EmissionMap; - #endif #ifdef _METALLICMAPTOGGLE_ON sampler2D _MetallicMap; #endif + #ifdef _EMISSIONTOGGLE_ON + sampler2D _EmissionMap; + #endif float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) @@ -1933,7 +1952,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return mul( finalMatrix, original ) + center; } - float MyCustomExpression16_g11724( float linValue ) + float MyCustomExpression16_g11765( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -1943,7 +1962,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11726( float linValue ) + float MyCustomExpression16_g11767( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2031,7 +2050,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11682( float linValue ) + float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2041,7 +2060,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11683( float linValue ) + float MyCustomExpression16_g11774( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2051,7 +2070,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11729( float linValue ) + float MyCustomExpression16_g11776( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2071,7 +2090,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11740( float linValue ) + float MyCustomExpression16_g11796( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2096,7 +2115,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } - float MyCustomExpression16_g11766( float linValue ) + float MyCustomExpression16_g11779( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2106,7 +2125,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11768( float linValue ) + float MyCustomExpression16_g11781( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2116,7 +2135,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11772( float linValue ) + float MyCustomExpression16_g11785( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2135,7 +2154,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } - float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); @@ -2148,7 +2167,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } - float MyCustomExpression16_g11800( float linValue ) + float MyCustomExpression16_g11826( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2158,7 +2177,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11784( float linValue ) + float MyCustomExpression16_g11810( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2168,7 +2187,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11811( float linValue ) + float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2178,215 +2197,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888( float linValue ) + float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2406,7 +2217,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11886( float linValue ) + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -2468,65 +2487,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif - float2 temp_output_2_0_g11910 = staticSwitch198; + float2 temp_output_2_0_g11937 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; #endif #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); - float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; + float2 staticSwitch6_g11937 = staticSwitch4_g11937; #endif #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; + float2 staticSwitch10_g11937 = staticSwitch6_g11937; #endif - float2 temp_output_424_0 = staticSwitch10_g11910; + float2 temp_output_424_0 = staticSwitch10_g11937; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; @@ -2534,49 +2553,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -2596,12 +2615,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch142 = temp_output_424_0; #endif - output.ase_texcoord9.xy = input.texcoord.xy; - output.ase_texcoord10 = input.positionOS; + output.ase_texcoord7.xy = input.texcoord.xy; + output.ase_texcoord8 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord9.zw = 0; + output.ase_texcoord7.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; @@ -2622,25 +2641,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); - output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x ); - output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y ); - output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z ); - - #if defined(LIGHTMAP_ON) - OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); - #else - OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz); - #endif + OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif - - OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); - - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) - output.lightmapUVOrVertexSH.zw = input.texcoord.xy; - output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; - #endif + OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) output.fogFactorAndVertexLight = 0; @@ -2653,12 +2658,15 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - output.shadowCoord = GetShadowCoord( vertexInput ); - #endif - output.positionCS = vertexInput.positionCS; - output.clipPosV = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalInput.normalWS; + output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + output.tangentWS.zw = input.texcoord.xy; + output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif return output; } @@ -2666,11 +2674,15 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -2691,8 +2703,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; - output.texcoord1 = input.texcoord1; - output.texcoord2 = input.texcoord2; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = input.texcoord1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = input.texcoord2; + #endif output.ase_color = input.ase_color; return output; } @@ -2734,8 +2750,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; - output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + #endif output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; @@ -2755,60 +2775,64 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif half4 frag ( PackedVaryings input - #ifdef ASE_DEPTH_WRITE_ON + #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + #if defined( _SURFACE_TYPE_TRANSPARENT ) + const bool isTransparent = true; + #else + const bool isTransparent = false; + #endif + #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) - float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; - float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); - float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); - float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) + float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS ); #else - float3 WorldNormal = normalize( input.tSpace0.xyz ); - float3 WorldTangent = input.tSpace1.xyz; - float3 WorldBiTangent = input.tSpace2.xyz; + float4 shadowCoord = float4(0, 0, 0, 0); #endif - float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w); - float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); - float4 ShadowCoords = float4( 0, 0, 0, 0 ); - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + // @diogo: mikktspace compliant + float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); - float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + float3 TangentWS = input.tangentWS.xyz * renormFactor; + float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; + float3 NormalWS = input.normalWS * renormFactor; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); #endif - WorldViewDirection = SafeNormalize( WorldViewDirection ); - - float2 texCoord363 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + float2 texCoord363 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif @@ -2867,31 +2891,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #endif #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; + float shaderTime237 = staticSwitch42_g11769; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); @@ -2920,37 +2944,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif - float2 texCoord435 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord435 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy; + float2 staticSwitch1_g11770 = (input.ase_texcoord8.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.ase_texcoord8.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; + float2 staticSwitch1_g11770 = (PositionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; + float2 shaderPosition235 = staticSwitch1_g11770; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; @@ -2977,132 +3001,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); - float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); - float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; #else - float staticSwitch29_g11737 = _UVDistortFade; + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); #endif - float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + float2 uv_UVDistortMask = input.ase_texcoord7.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; #endif #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; + float2 staticSwitch7_g11786 = staticSwitch5_g11786; #endif #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; + float2 staticSwitch9_g11786 = staticSwitch7_g11786; #endif #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; + float2 staticSwitch16_g11786 = staticSwitch9_g11786; #endif #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; + float2 staticSwitch14_g11786 = staticSwitch16_g11786; #endif #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11730 = clampResult46_g11732; + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; + float2 staticSwitch4_g11786 = staticSwitch14_g11786; #endif #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; + float2 staticSwitch24_g11786 = staticSwitch4_g11786; #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; + float staticSwitch18_g11797 = temp_output_7_0_g11797; #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); - float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + float2 uv_FadingMask = input.ase_texcoord7.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -3127,19 +3163,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2( 0,0 ); - float2 break10_g11742 = float2( 1,1 ); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); - float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif @@ -3230,862 +3266,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); - float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); - float4 staticSwitch2_g11764 = appendResult31_g11765; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; #endif #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); - float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); - float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11764 = appendResult13_g11767; + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; + float4 staticSwitch3_g11777 = staticSwitch2_g11777; #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); - float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); - float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; #endif #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); - float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); - float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); - float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; + float4 staticSwitch6_g11782 = staticSwitch2_g11782; #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch81_g11805 = appendResult91_g11805; + float4 staticSwitch81_g11831 = appendResult91_g11831; #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); - float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); - float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; #endif - float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); - float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.8333333 ) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.6666667 ) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.3333333 ) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.1666667 ) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.5 ) - ifLocalVar35_g11803 = ifLocalVar44_g11803; + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); - float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; + float4 staticSwitch9_g11799 = staticSwitch43_g11799; #endif #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); - float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; + float4 staticSwitch29_g11799 = staticSwitch9_g11799; #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; #endif #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; + float4 staticSwitch33_g11799 = staticSwitch32_g11799; #endif #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); - float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; + float4 staticSwitch36_g11799 = staticSwitch33_g11799; #endif #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); - float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); - float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; + float4 staticSwitch30_g11799 = staticSwitch36_g11799; #endif #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; + float4 staticSwitch20_g11799 = staticSwitch30_g11799; #endif #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); - float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; + float4 staticSwitch17_g11799 = staticSwitch20_g11799; #endif - float temp_output_39_0_g11773 = shaderTime237; + float temp_output_39_0_g11799 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); - float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; + float4 staticSwitch19_g11799 = staticSwitch17_g11799; #endif #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord7.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); #else - float staticSwitch33_g11795 = _AddHueFade; + float staticSwitch33_g11821 = _AddHueFade; #endif - float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; + float4 staticSwitch23_g11799 = staticSwitch19_g11799; #endif #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord7.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; #endif - float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; + float4 staticSwitch28_g11799 = staticSwitch23_g11799; #endif #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; - float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; + float4 staticSwitch38_g11799 = staticSwitch28_g11799; #endif #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; #endif - float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else - float2 staticSwitch169_g11782 = float2( 0,0 ); + float2 staticSwitch169_g11808 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); - float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); - float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; + float4 staticSwitch12_g11799 = staticSwitch38_g11799; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; #endif - float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; + float staticSwitch203_g11836 = 1.0; #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; + float staticSwitch203_g11836 = temp_output_182_0_g11836; #endif - float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); - float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else - float2 staticSwitch157_g11810 = float2( 0,0 ); + float2 staticSwitch157_g11836 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); - float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); #else - float staticSwitch200_g11810 = lerpResult168_g11810; + float staticSwitch200_g11836 = lerpResult168_g11836; #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; + float4 staticSwitch13_g11799 = staticSwitch12_g11799; #endif #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; #endif - float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; + float staticSwitch203_g11813 = 1.0; #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; + float staticSwitch203_g11813 = temp_output_182_0_g11813; #endif - float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); - float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); #else - float staticSwitch200_g11787 = lerpResult168_g11787; + float staticSwitch200_g11813 = lerpResult168_g11813; #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; + float4 staticSwitch48_g11799 = staticSwitch13_g11799; #endif #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; + float4 staticSwitch46_g11799 = staticSwitch48_g11799; #endif - float4 temp_output_361_0 = staticSwitch46_g11773; + float4 temp_output_361_0 = staticSwitch46_g11799; #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); - float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; #else float4 staticSwitch57 = staticSwitch56; #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; #endif - float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); - float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); - float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); - float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; #endif #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); - float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord7.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); #else - float staticSwitch60_g11845 = _MetalFade; + float staticSwitch60_g11872 = _MetalFade; #endif - float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; + float4 staticSwitch28_g11849 = staticSwitch26_g11849; #endif #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; + float4 staticSwitch29_g11849 = staticSwitch28_g11849; #endif #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); - float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); - float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); - float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); - float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; + float4 staticSwitch32_g11849 = staticSwitch29_g11849; #endif #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); - float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); - float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; + float4 staticSwitch34_g11849 = staticSwitch32_g11849; #endif #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; - float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); - float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord7.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); #else - float staticSwitch98_g11823 = _ShineFade; + float staticSwitch98_g11850 = _ShineFade; #endif - float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; + float4 staticSwitch36_g11849 = staticSwitch34_g11849; #endif #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); - float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; + float4 staticSwitch39_g11849 = staticSwitch36_g11849; #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); - float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); - float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); - float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); - float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); - float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; + float3 staticSwitch50_g11889 = lerpResult42_g11889; #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; + float3 staticSwitch47_g11889 = lerpResult44_g11889; #else - float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); - float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; #else - float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); #endif - float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; + float2 staticSwitch73_g11901 = _TextureLayer1Offset; #endif - float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11875 = float2( 0,1 ); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; #endif - float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); - float4 break2_g11876 = temp_output_5_0_g11874; + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; #endif - float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; + float2 staticSwitch73_g11897 = _TextureLayer2Offset; #endif - float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11871 = float2( 0,1 ); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; #endif - float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); - float4 break2_g11872 = temp_output_5_0_g11870; + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; #endif - float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; #endif - float4 temp_output_473_0 = staticSwitch15_g11870; + float4 temp_output_473_0 = staticSwitch15_g11897; #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; + float4 break4_g11905 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11878; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; + float4 break4_g11906 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); - float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11879; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; #else float4 staticSwitch75 = staticSwitch77; #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); #endif - float2 temp_output_18_0_g11880 = shaderPosition235; + float2 temp_output_18_0_g11907 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); - float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); - float4 staticSwitch3_g11880 = appendResult3_g11881; + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); - float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); - float4 staticSwitch5_g11880 = appendResult3_g11889; + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; + float4 staticSwitch5_g11907 = staticSwitch3_g11907; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); - float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); - float4 staticSwitch8_g11880 = appendResult3_g11891; + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; + float4 staticSwitch8_g11907 = staticSwitch5_g11907; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); - float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); - float4 staticSwitch9_g11880 = appendResult3_g11887; + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; + float4 staticSwitch9_g11907 = staticSwitch8_g11907; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); - float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); - float4 staticSwitch11_g11880 = appendResult3_g11883; + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; + float4 staticSwitch11_g11907 = staticSwitch9_g11907; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); - float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); - float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); - float4 staticSwitch15_g11880 = appendResult3_g11885; + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; + float4 staticSwitch15_g11907 = staticSwitch11_g11907; #endif #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); - float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); - float4 staticSwitch13_g11880 = appendResult3_g11893; + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; + float4 staticSwitch13_g11907 = staticSwitch15_g11907; #endif #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord7.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; + float3 staticSwitch17_g11923 = staticSwitch16_g11923; #endif - float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; + float4 staticSwitch5_g11922 = staticSwitch13_g11907; #endif #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; + float4 staticSwitch11_g11922 = staticSwitch5_g11922; #endif #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord7.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; #endif - float4 break2_g11902 = temp_output_1_0_g11900; + float4 break2_g11929 = temp_output_1_0_g11927; #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; + float3 staticSwitch22_g11927 = staticSwitch21_g11927; #endif - float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; + float4 staticSwitch7_g11922 = staticSwitch11_g11922; #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); - float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); - float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); - float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; #else - float staticSwitch8_g11764 = input.ase_color.a; + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; #endif #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; + float staticSwitch9_g11777 = 1.0; #else - float staticSwitch9_g11764 = staticSwitch8_g11764; + float staticSwitch9_g11777 = staticSwitch8_g11777; #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else - float4 staticSwitch342 = appendResult8_g11907; + float4 staticSwitch342 = appendResult8_g11934; #endif float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) @@ -4101,49 +4155,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float4 staticSwitch143 = staticSwitch342; #endif - float4 temp_output_7_0_g11914 = staticSwitch143; + float4 temp_output_7_0_g11941 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + float4 temp_output_340_0 = staticSwitch6_g11941; - float2 temp_output_11_0_g11915 = finalUV146; - float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); - unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); + float2 temp_output_11_0_g11942 = finalUV146; + float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity ); + unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) ); + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11942 = tex2D( _MetallicMap, temp_output_11_0_g11942 ); + float staticSwitch23_g11942 = ( tex2DNode7_g11942.r * _Metallic ); + #else + float staticSwitch23_g11942 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11942 = ( _Smoothness * tex2DNode7_g11942.r ); + #else + float staticSwitch22_g11942 = _Smoothness; + #endif #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); - float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); - float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); - float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 ); + float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b)); + float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a ); #else - float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); - #endif - - #ifdef _METALLICMAPTOGGLE_ON - float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); - float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); - #else - float staticSwitch23_g11915 = _Metallic; - #endif - - #ifdef _METALLICMAPTOGGLE_ON - float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); - #else - float staticSwitch22_g11915 = _Smoothness; + float3 staticSwitch13_g11942 = float3( 0, 0, 0 ); #endif float3 BaseColor = temp_output_340_0.rgb; - float3 Normal = unpack3_g11915; - float3 Emission = staticSwitch13_g11915; + float3 Normal = unpack3_g11942; float3 Specular = 0.5; - float Metallic = staticSwitch23_g11915; - float Smoothness = staticSwitch22_g11915; + float Metallic = staticSwitch23_g11942; + float Smoothness = staticSwitch22_g11942; float Occlusion = 1; + float3 Emission = staticSwitch13_g11942; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; float AlphaClipThresholdShadow = _AlphaClip; @@ -4153,8 +4207,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float3 Transmission = 1; float3 Translucency = 1; - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = ClipPos.z; #endif #ifdef _CLEARCOAT @@ -4162,18 +4216,24 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float CoatSmoothness = 0; #endif - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS) + ShadowCoord = TransformWorldToShadowCoord( PositionWS ); #endif InputData inputData = (InputData)0; - inputData.positionWS = WorldPosition; - inputData.positionCS = input.positionCS; - inputData.viewDirectionWS = WorldViewDirection; + inputData.positionWS = PositionWS; + inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); + inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; + inputData.viewDirectionWS = ViewDirWS; + inputData.shadowCoord = ShadowCoord; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS - inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); + inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS)); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS @@ -4181,15 +4241,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else - inputData.normalWS = WorldNormal; - #endif - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - inputData.shadowCoord = ShadowCoords; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); - #else - inputData.shadowCoord = float4(0, 0, 0, 0); + inputData.normalWS = NormalWS; #endif #ifdef ASE_FOG @@ -4199,13 +4251,15 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #endif - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = input.lightmapUVOrVertexSH.xyz; #endif - #if defined(DYNAMICLIGHTMAP_ON) + #if defined(_SCREEN_SPACE_IRRADIANCE) + inputData.bakedGI = SAMPLE_GI(_ScreenSpaceIrradiance, input.positionCS.xy); + #elif defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) @@ -4224,8 +4278,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" inputData.bakedGI = BakedGI; #endif - inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; - #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; @@ -4257,11 +4309,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); #endif - #ifdef _DBUFFER + #if defined(_DBUFFER) ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); #endif - #ifdef _ASE_LIGHTING_SIMPLE + #ifdef ASE_LIGHTING_SIMPLE half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData); #else half4 color = UniversalFragmentPBR( inputData, surfaceData); @@ -4282,10 +4334,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); - #if USE_FORWARD_PLUS + #if USE_CLUSTER_LIGHT_LOOP [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { - FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK #ifdef _LIGHT_LAYERS Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); @@ -4331,10 +4383,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); - #if USE_FORWARD_PLUS + #if USE_CLUSTER_LIGHT_LOOP [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { - FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK #ifdef _LIGHT_LAYERS Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); @@ -4360,7 +4412,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef ASE_REFRACTION float4 projScreenPos = ScreenPos / ScreenPos.w; - float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); @@ -4379,16 +4431,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #endif - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; #endif #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif - return color; + #if defined( ASE_OPAQUE_KEEP_ALPHA ) + return half4( color.rgb, color.a ); + #else + return half4( color.rgb, OutputAlpha( color.a, isTransparent ) ); + #endif } ENDHLSL } @@ -4407,7 +4462,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" HLSLPROGRAM - #pragma multi_compile _ALPHATEST_ON + #define ASE_GEOMETRY + #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -4415,8 +4471,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #define _ALPHATEST_SHADOW_ON 1 #define _EMISSION #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW @@ -4424,8 +4480,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #pragma vertex vert #pragma fragment frag - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif #endif #define SHADERPASS SHADERPASS_SHADOWCASTER @@ -4450,12 +4510,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON @@ -4582,7 +4643,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -4591,13 +4653,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float3 positionWS : TEXCOORD1; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD2; - #endif - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -4607,9 +4665,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif @@ -4627,15 +4682,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; @@ -4646,6 +4699,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif + float4 _EmissionTint; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif @@ -4655,20 +4709,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; #endif #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; + float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; @@ -4678,18 +4729,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPRedTint; #endif @@ -4698,15 +4751,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; + float4 _ColorReplaceToColor; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPGreenTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; @@ -4715,75 +4769,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 _TextureLayer1Color; #endif float4 _MainTex_TexelSize; - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif - float4 _EmissionTint; - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; + float4 _FrozenTint; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - float2 _MetalNoiseDistortionScale; + float2 _MetalNoiseSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; float2 _FrozenHighlightDistortion; float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; @@ -4798,14 +4848,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseScale; + float2 _MetalNoiseDistortion; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; @@ -4826,23 +4876,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; + float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; @@ -4851,7 +4904,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEPOISON_ON @@ -4865,36 +4917,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineTextureSpeed; + float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif + float2 _FadingNoiseScale; #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; + float2 _SqueezeCenter; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; float2 _UVDistortTo; float2 _UVDistortFrom; #endif @@ -4904,123 +4950,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskSpeed; float2 _GlitchDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + float2 _FullDistortionDistortion; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortion; #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; + float2 _WorldTilingOffset; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - float _DirectionalAlphaFadeNoiseFactor; + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2Scale; #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + float2 _UVScaleScale; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; #endif - float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; + float _NormalIntensity; + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEBURN_ON - float _BurnFade; + float _BurnEdgeNoiseFactor; #endif - float _Metallic; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; + float _StrongTintContrast; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; @@ -5028,57 +5072,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEFROZEN_ON + float _FrozenFade; float _FrozenHighlightContrast; #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - float _AlphaTintFade; - #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; - float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif int _TextureLayer1StartFrame; #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; @@ -5098,11 +5146,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif + int _TextureLayer2Rows; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; - #endif - int _TextureLayer2Rows; - #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; @@ -5123,10 +5172,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; @@ -5145,6 +5198,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; @@ -5155,15 +5209,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESHINE_ON float _ShineContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON float _ShineRotation; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; @@ -5173,15 +5222,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEPOISON_ON float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; @@ -5340,9 +5385,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; - float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; @@ -5351,20 +5398,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _PingPongGlowFade; float _PingPongGlowFrequency; #endif - float _Smoothness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; + float _OuterOutlineFade; #endif #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON @@ -5374,9 +5422,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; + float _SineGlowFade; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; @@ -5409,15 +5458,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; float _SineGlowContrast; #endif + #ifdef _ENABLESMOKE_ON + float _SmokeAlpha; + #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; - float _AddHueContrast; + float _AddHueBrightness; #endif #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; @@ -5430,8 +5480,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLEFLAME_ON float _FlameSmooth; - float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif @@ -5443,20 +5497,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif - #ifdef _ENABLEHUE_ON - float _Hue; + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; #endif #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif @@ -5468,17 +5521,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; - #endif float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; #endif + float _BlackTintFade; + float _BlackTintPower; + #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; + #endif float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; - float _Brightness; + float _Hue; + float _AddHueContrast; float _AlphaClip; #ifdef ASE_TRANSMISSION float _TransmissionShadow; @@ -5571,6 +5625,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif + float3 _LightDirection; + float3 _LightPosition; + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; @@ -5590,7 +5647,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return mul( finalMatrix, original ) + center; } - float MyCustomExpression16_g11724( float linValue ) + float MyCustomExpression16_g11765( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5600,7 +5657,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11726( float linValue ) + float MyCustomExpression16_g11767( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5688,7 +5745,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11682( float linValue ) + float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5698,7 +5755,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11683( float linValue ) + float MyCustomExpression16_g11774( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5708,7 +5765,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11729( float linValue ) + float MyCustomExpression16_g11776( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5728,7 +5785,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11740( float linValue ) + float MyCustomExpression16_g11796( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5753,7 +5810,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } - float MyCustomExpression16_g11766( float linValue ) + float MyCustomExpression16_g11779( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5763,7 +5820,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11768( float linValue ) + float MyCustomExpression16_g11781( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5773,7 +5830,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11772( float linValue ) + float MyCustomExpression16_g11785( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5792,7 +5849,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } - float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); @@ -5805,7 +5862,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } - float MyCustomExpression16_g11800( float linValue ) + float MyCustomExpression16_g11826( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5815,7 +5872,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11784( float linValue ) + float MyCustomExpression16_g11810( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5825,7 +5882,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11811( float linValue ) + float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -5835,215 +5892,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888( float linValue ) + float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -6063,7 +5912,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11886( float linValue ) + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -6073,9 +6130,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - - float3 _LightDirection; - float3 _LightPosition; PackedVaryings VertexFunction( Attributes input ) { @@ -6128,65 +6182,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif - float2 temp_output_2_0_g11910 = staticSwitch198; + float2 temp_output_2_0_g11937 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; #endif #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); - float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; + float2 staticSwitch6_g11937 = staticSwitch4_g11937; #endif #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; + float2 staticSwitch10_g11937 = staticSwitch6_g11937; #endif - float2 temp_output_424_0 = staticSwitch10_g11910; + float2 temp_output_424_0 = staticSwitch10_g11937; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; @@ -6194,49 +6248,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -6256,12 +6310,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch142 = temp_output_424_0; #endif - output.ase_texcoord3.xy = input.ase_texcoord.xy; - output.ase_texcoord4 = input.positionOS; + output.ase_texcoord1.xy = input.ase_texcoord.xy; + output.ase_texcoord2 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord3.zw = 0; + output.ase_texcoord1.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; @@ -6277,6 +6331,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); float3 normalWS = TransformObjectToWorldDir(input.normalOS); @@ -6292,15 +6347,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher positionCS = ApplyShadowClamping(positionCS); - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - VertexPositionInputs vertexInput = (VertexPositionInputs)0; - vertexInput.positionWS = positionWS; - vertexInput.positionCS = positionCS; - output.shadowCoord = GetShadowCoord( vertexInput ); - #endif - output.positionCS = positionCS; - output.clipPosV = positionCS; output.positionWS = positionWS; return output; } @@ -6309,7 +6356,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; @@ -6329,6 +6377,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; output.ase_texcoord = input.ase_texcoord; output.ase_color = input.ase_color; return output; @@ -6369,6 +6418,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) @@ -6389,7 +6439,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif half4 frag( PackedVaryings input - #ifdef ASE_DEPTH_WRITE_ON + #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target @@ -6397,31 +6447,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - float3 WorldPosition = input.positionWS; - float4 ShadowCoords = float4( 0, 0, 0, 0 ); - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos( input.clipPosV ); - - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); - #endif + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); #endif - float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + + float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif @@ -6480,31 +6528,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #endif #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; + float shaderTime237 = staticSwitch42_g11769; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); @@ -6533,37 +6581,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif - float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; + float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; + float2 staticSwitch1_g11770 = (PositionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; + float2 shaderPosition235 = staticSwitch1_g11770; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; @@ -6590,132 +6638,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); - float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); - float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; #else - float staticSwitch29_g11737 = _UVDistortFade; + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); #endif - float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; #endif #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; + float2 staticSwitch7_g11786 = staticSwitch5_g11786; #endif #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; + float2 staticSwitch9_g11786 = staticSwitch7_g11786; #endif #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; + float2 staticSwitch16_g11786 = staticSwitch9_g11786; #endif #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; + float2 staticSwitch14_g11786 = staticSwitch16_g11786; #endif #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11730 = clampResult46_g11732; + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; + float2 staticSwitch4_g11786 = staticSwitch14_g11786; #endif #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; + float2 staticSwitch24_g11786 = staticSwitch4_g11786; #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; + float staticSwitch18_g11797 = temp_output_7_0_g11797; #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); - float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -6740,19 +6800,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2( 0,0 ); - float2 break10_g11742 = float2( 1,1 ); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); - float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif @@ -6843,862 +6903,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); - float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); - float4 staticSwitch2_g11764 = appendResult31_g11765; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; #endif #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); - float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); - float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11764 = appendResult13_g11767; + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; + float4 staticSwitch3_g11777 = staticSwitch2_g11777; #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); - float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); - float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; #endif #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); - float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); - float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); - float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; + float4 staticSwitch6_g11782 = staticSwitch2_g11782; #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch81_g11805 = appendResult91_g11805; + float4 staticSwitch81_g11831 = appendResult91_g11831; #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); - float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); - float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; #endif - float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); - float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.8333333 ) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.6666667 ) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.3333333 ) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.1666667 ) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.5 ) - ifLocalVar35_g11803 = ifLocalVar44_g11803; + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); - float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; + float4 staticSwitch9_g11799 = staticSwitch43_g11799; #endif #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); - float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; + float4 staticSwitch29_g11799 = staticSwitch9_g11799; #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; #endif #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; + float4 staticSwitch33_g11799 = staticSwitch32_g11799; #endif #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); - float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; + float4 staticSwitch36_g11799 = staticSwitch33_g11799; #endif #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); - float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); - float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; + float4 staticSwitch30_g11799 = staticSwitch36_g11799; #endif #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; + float4 staticSwitch20_g11799 = staticSwitch30_g11799; #endif #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); - float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; + float4 staticSwitch17_g11799 = staticSwitch20_g11799; #endif - float temp_output_39_0_g11773 = shaderTime237; + float temp_output_39_0_g11799 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); - float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; + float4 staticSwitch19_g11799 = staticSwitch17_g11799; #endif #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); #else - float staticSwitch33_g11795 = _AddHueFade; + float staticSwitch33_g11821 = _AddHueFade; #endif - float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; + float4 staticSwitch23_g11799 = staticSwitch19_g11799; #endif #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; #endif - float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; + float4 staticSwitch28_g11799 = staticSwitch23_g11799; #endif #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; - float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; + float4 staticSwitch38_g11799 = staticSwitch28_g11799; #endif #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; #endif - float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else - float2 staticSwitch169_g11782 = float2( 0,0 ); + float2 staticSwitch169_g11808 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); - float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); - float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; + float4 staticSwitch12_g11799 = staticSwitch38_g11799; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; #endif - float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; + float staticSwitch203_g11836 = 1.0; #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; + float staticSwitch203_g11836 = temp_output_182_0_g11836; #endif - float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); - float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else - float2 staticSwitch157_g11810 = float2( 0,0 ); + float2 staticSwitch157_g11836 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); - float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); #else - float staticSwitch200_g11810 = lerpResult168_g11810; + float staticSwitch200_g11836 = lerpResult168_g11836; #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; + float4 staticSwitch13_g11799 = staticSwitch12_g11799; #endif #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; #endif - float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; + float staticSwitch203_g11813 = 1.0; #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; + float staticSwitch203_g11813 = temp_output_182_0_g11813; #endif - float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); - float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); #else - float staticSwitch200_g11787 = lerpResult168_g11787; + float staticSwitch200_g11813 = lerpResult168_g11813; #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; + float4 staticSwitch48_g11799 = staticSwitch13_g11799; #endif #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; + float4 staticSwitch46_g11799 = staticSwitch48_g11799; #endif - float4 temp_output_361_0 = staticSwitch46_g11773; + float4 temp_output_361_0 = staticSwitch46_g11799; #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); - float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; #else float4 staticSwitch57 = staticSwitch56; #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; #endif - float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); - float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); - float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); - float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; #endif #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); - float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); #else - float staticSwitch60_g11845 = _MetalFade; + float staticSwitch60_g11872 = _MetalFade; #endif - float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; + float4 staticSwitch28_g11849 = staticSwitch26_g11849; #endif #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; + float4 staticSwitch29_g11849 = staticSwitch28_g11849; #endif #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); - float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); - float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); - float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); - float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; + float4 staticSwitch32_g11849 = staticSwitch29_g11849; #endif #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); - float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); - float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; + float4 staticSwitch34_g11849 = staticSwitch32_g11849; #endif #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; - float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); - float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); #else - float staticSwitch98_g11823 = _ShineFade; + float staticSwitch98_g11850 = _ShineFade; #endif - float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; + float4 staticSwitch36_g11849 = staticSwitch34_g11849; #endif #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); - float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; + float4 staticSwitch39_g11849 = staticSwitch36_g11849; #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); - float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); - float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); - float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); - float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); - float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; + float3 staticSwitch50_g11889 = lerpResult42_g11889; #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; + float3 staticSwitch47_g11889 = lerpResult44_g11889; #else - float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); - float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; #else - float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); #endif - float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; + float2 staticSwitch73_g11901 = _TextureLayer1Offset; #endif - float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11875 = float2( 0,1 ); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; #endif - float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); - float4 break2_g11876 = temp_output_5_0_g11874; + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; #endif - float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; + float2 staticSwitch73_g11897 = _TextureLayer2Offset; #endif - float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11871 = float2( 0,1 ); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; #endif - float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); - float4 break2_g11872 = temp_output_5_0_g11870; + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; #endif - float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; #endif - float4 temp_output_473_0 = staticSwitch15_g11870; + float4 temp_output_473_0 = staticSwitch15_g11897; #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; + float4 break4_g11905 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11878; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; + float4 break4_g11906 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); - float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11879; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; #else float4 staticSwitch75 = staticSwitch77; #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); #endif - float2 temp_output_18_0_g11880 = shaderPosition235; + float2 temp_output_18_0_g11907 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); - float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); - float4 staticSwitch3_g11880 = appendResult3_g11881; + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); - float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); - float4 staticSwitch5_g11880 = appendResult3_g11889; + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; + float4 staticSwitch5_g11907 = staticSwitch3_g11907; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); - float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); - float4 staticSwitch8_g11880 = appendResult3_g11891; + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; + float4 staticSwitch8_g11907 = staticSwitch5_g11907; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); - float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); - float4 staticSwitch9_g11880 = appendResult3_g11887; + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; + float4 staticSwitch9_g11907 = staticSwitch8_g11907; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); - float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); - float4 staticSwitch11_g11880 = appendResult3_g11883; + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; + float4 staticSwitch11_g11907 = staticSwitch9_g11907; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); - float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); - float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); - float4 staticSwitch15_g11880 = appendResult3_g11885; + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; + float4 staticSwitch15_g11907 = staticSwitch11_g11907; #endif #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); - float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); - float4 staticSwitch13_g11880 = appendResult3_g11893; + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; + float4 staticSwitch13_g11907 = staticSwitch15_g11907; #endif #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; + float3 staticSwitch17_g11923 = staticSwitch16_g11923; #endif - float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; + float4 staticSwitch5_g11922 = staticSwitch13_g11907; #endif #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; + float4 staticSwitch11_g11922 = staticSwitch5_g11922; #endif #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; #endif - float4 break2_g11902 = temp_output_1_0_g11900; + float4 break2_g11929 = temp_output_1_0_g11927; #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; + float3 staticSwitch22_g11927 = staticSwitch21_g11927; #endif - float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; + float4 staticSwitch7_g11922 = staticSwitch11_g11922; #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); - float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); - float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); - float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; #else - float staticSwitch8_g11764 = input.ase_color.a; + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; #endif #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; + float staticSwitch9_g11777 = 1.0; #else - float staticSwitch9_g11764 = staticSwitch8_g11764; + float staticSwitch9_g11777 = staticSwitch8_g11777; #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else - float4 staticSwitch342 = appendResult8_g11907; + float4 staticSwitch342 = appendResult8_g11934; #endif float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) @@ -7714,29 +7792,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float4 staticSwitch143 = staticSwitch342; #endif - float4 temp_output_7_0_g11914 = staticSwitch143; + float4 temp_output_7_0_g11941 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + float4 temp_output_340_0 = staticSwitch6_g11941; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; float AlphaClipThresholdShadow = _AlphaClip; - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; #endif - #ifdef _ALPHATEST_SHADOW_ON - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThresholdShadow); + #if defined( _ALPHATEST_ON ) + #if defined( _ALPHATEST_SHADOW_ON ) + AlphaDiscard( Alpha, AlphaClipThresholdShadow ); #else - clip(Alpha - AlphaClipThreshold); + AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #endif @@ -7744,8 +7822,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" LODFadeCrossFade( input.positionCS ); #endif - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; #endif return 0; @@ -7766,7 +7844,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" HLSLPROGRAM - #pragma multi_compile _ALPHATEST_ON + #define ASE_GEOMETRY + #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -7774,15 +7853,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #define _ALPHATEST_SHADOW_ON 1 #define _EMISSION #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 #pragma vertex vert #pragma fragment frag - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif #endif #define SHADERPASS SHADERPASS_DEPTHONLY @@ -7796,6 +7879,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" @@ -7806,12 +7890,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON @@ -7938,7 +8023,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -7947,13 +8033,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float3 positionWS : TEXCOORD1; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD2; - #endif - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -7963,9 +8045,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif @@ -7983,15 +8062,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; @@ -8002,6 +8079,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif + float4 _EmissionTint; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif @@ -8011,20 +8089,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; #endif #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; + float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; @@ -8034,18 +8109,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPRedTint; #endif @@ -8054,15 +8131,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; + float4 _ColorReplaceToColor; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPGreenTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; @@ -8071,75 +8149,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 _TextureLayer1Color; #endif float4 _MainTex_TexelSize; - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif - float4 _EmissionTint; - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; + float4 _FrozenTint; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - float2 _MetalNoiseDistortionScale; + float2 _MetalNoiseSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; float2 _FrozenHighlightDistortion; float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; @@ -8154,14 +8228,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseScale; + float2 _MetalNoiseDistortion; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; @@ -8182,23 +8256,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; + float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; @@ -8207,7 +8284,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEPOISON_ON @@ -8221,36 +8297,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineTextureSpeed; + float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif + float2 _FadingNoiseScale; #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; + float2 _SqueezeCenter; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; float2 _UVDistortTo; float2 _UVDistortFrom; #endif @@ -8260,123 +8330,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskSpeed; float2 _GlitchDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + float2 _FullDistortionDistortion; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortion; #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; + float2 _WorldTilingOffset; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - float _DirectionalAlphaFadeNoiseFactor; + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2Scale; #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + float2 _UVScaleScale; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; #endif - float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; + float _NormalIntensity; + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEBURN_ON - float _BurnFade; + float _BurnEdgeNoiseFactor; #endif - float _Metallic; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; + float _StrongTintContrast; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; @@ -8384,57 +8452,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEFROZEN_ON + float _FrozenFade; float _FrozenHighlightContrast; #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - float _AlphaTintFade; - #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; - float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif int _TextureLayer1StartFrame; #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; @@ -8454,11 +8526,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif + int _TextureLayer2Rows; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; - #endif - int _TextureLayer2Rows; - #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; @@ -8479,10 +8552,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; @@ -8501,6 +8578,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; @@ -8511,15 +8589,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESHINE_ON float _ShineContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON float _ShineRotation; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; @@ -8529,15 +8602,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEPOISON_ON float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; @@ -8696,9 +8765,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; - float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; @@ -8707,20 +8778,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _PingPongGlowFade; float _PingPongGlowFrequency; #endif - float _Smoothness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; + float _OuterOutlineFade; #endif #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON @@ -8730,9 +8802,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; + float _SineGlowFade; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; @@ -8765,15 +8838,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; float _SineGlowContrast; #endif + #ifdef _ENABLESMOKE_ON + float _SmokeAlpha; + #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; - float _AddHueContrast; + float _AddHueBrightness; #endif #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; @@ -8786,8 +8860,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLEFLAME_ON float _FlameSmooth; - float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif @@ -8799,20 +8877,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif - #ifdef _ENABLEHUE_ON - float _Hue; + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; #endif #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif @@ -8824,17 +8901,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; - #endif float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; #endif + float _BlackTintFade; + float _BlackTintPower; + #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; + #endif float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; - float _Brightness; + float _Hue; + float _AddHueContrast; float _AlphaClip; #ifdef ASE_TRANSMISSION float _TransmissionShadow; @@ -8946,7 +9024,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return mul( finalMatrix, original ) + center; } - float MyCustomExpression16_g11724( float linValue ) + float MyCustomExpression16_g11765( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -8956,7 +9034,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11726( float linValue ) + float MyCustomExpression16_g11767( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9044,7 +9122,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11682( float linValue ) + float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9054,7 +9132,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11683( float linValue ) + float MyCustomExpression16_g11774( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9064,7 +9142,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11729( float linValue ) + float MyCustomExpression16_g11776( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9084,7 +9162,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11740( float linValue ) + float MyCustomExpression16_g11796( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9109,7 +9187,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } - float MyCustomExpression16_g11766( float linValue ) + float MyCustomExpression16_g11779( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9119,7 +9197,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11768( float linValue ) + float MyCustomExpression16_g11781( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9129,7 +9207,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11772( float linValue ) + float MyCustomExpression16_g11785( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9148,7 +9226,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } - float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); @@ -9161,7 +9239,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } - float MyCustomExpression16_g11800( float linValue ) + float MyCustomExpression16_g11826( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9171,7 +9249,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11784( float linValue ) + float MyCustomExpression16_g11810( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9181,7 +9259,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11811( float linValue ) + float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9191,215 +9269,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888( float linValue ) + float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9419,7 +9289,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11886( float linValue ) + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -9481,65 +9559,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif - float2 temp_output_2_0_g11910 = staticSwitch198; + float2 temp_output_2_0_g11937 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; #endif #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); - float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; + float2 staticSwitch6_g11937 = staticSwitch4_g11937; #endif #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; + float2 staticSwitch10_g11937 = staticSwitch6_g11937; #endif - float2 temp_output_424_0 = staticSwitch10_g11910; + float2 temp_output_424_0 = staticSwitch10_g11937; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; @@ -9547,49 +9625,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -9609,12 +9687,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch142 = temp_output_424_0; #endif - output.ase_texcoord3.xy = input.ase_texcoord.xy; - output.ase_texcoord4 = input.positionOS; + output.ase_texcoord1.xy = input.ase_texcoord.xy; + output.ase_texcoord2 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord3.zw = 0; + output.ase_texcoord1.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; @@ -9631,15 +9709,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - output.shadowCoord = GetShadowCoord( vertexInput ); - #endif - output.positionCS = vertexInput.positionCS; - output.clipPosV = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } @@ -9648,7 +9722,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; @@ -9668,6 +9743,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; output.ase_texcoord = input.ase_texcoord; output.ase_color = input.ase_color; return output; @@ -9708,6 +9784,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) @@ -9728,7 +9805,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif half4 frag( PackedVaryings input - #ifdef ASE_DEPTH_WRITE_ON + #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target @@ -9736,31 +9813,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - float3 WorldPosition = input.positionWS; - float4 ShadowCoords = float4( 0, 0, 0, 0 ); - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos( input.clipPosV ); - - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); - #endif + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); #endif - float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + + float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif @@ -9819,31 +9894,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #endif #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; + float shaderTime237 = staticSwitch42_g11769; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); @@ -9872,37 +9947,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif - float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; + float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; + float2 staticSwitch1_g11770 = (PositionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; + float2 shaderPosition235 = staticSwitch1_g11770; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; @@ -9929,132 +10004,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); - float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); - float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; #else - float staticSwitch29_g11737 = _UVDistortFade; + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); #endif - float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; #endif #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; + float2 staticSwitch7_g11786 = staticSwitch5_g11786; #endif #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; + float2 staticSwitch9_g11786 = staticSwitch7_g11786; #endif #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; + float2 staticSwitch16_g11786 = staticSwitch9_g11786; #endif #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; + float2 staticSwitch14_g11786 = staticSwitch16_g11786; #endif #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11730 = clampResult46_g11732; + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; + float2 staticSwitch4_g11786 = staticSwitch14_g11786; #endif #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; + float2 staticSwitch24_g11786 = staticSwitch4_g11786; #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; + float staticSwitch18_g11797 = temp_output_7_0_g11797; #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); - float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -10079,19 +10166,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2( 0,0 ); - float2 break10_g11742 = float2( 1,1 ); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); - float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif @@ -10182,862 +10269,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); - float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); - float4 staticSwitch2_g11764 = appendResult31_g11765; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; #endif #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); - float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); - float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11764 = appendResult13_g11767; + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; + float4 staticSwitch3_g11777 = staticSwitch2_g11777; #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); - float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); - float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; #endif #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); - float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); - float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); - float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; + float4 staticSwitch6_g11782 = staticSwitch2_g11782; #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch81_g11805 = appendResult91_g11805; + float4 staticSwitch81_g11831 = appendResult91_g11831; #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); - float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); - float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; #endif - float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); - float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.8333333 ) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.6666667 ) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.3333333 ) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.1666667 ) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.5 ) - ifLocalVar35_g11803 = ifLocalVar44_g11803; + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); - float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; + float4 staticSwitch9_g11799 = staticSwitch43_g11799; #endif #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); - float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; + float4 staticSwitch29_g11799 = staticSwitch9_g11799; #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; #endif #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; + float4 staticSwitch33_g11799 = staticSwitch32_g11799; #endif #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); - float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; + float4 staticSwitch36_g11799 = staticSwitch33_g11799; #endif #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); - float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); - float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; + float4 staticSwitch30_g11799 = staticSwitch36_g11799; #endif #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; + float4 staticSwitch20_g11799 = staticSwitch30_g11799; #endif #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); - float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; + float4 staticSwitch17_g11799 = staticSwitch20_g11799; #endif - float temp_output_39_0_g11773 = shaderTime237; + float temp_output_39_0_g11799 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); - float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; + float4 staticSwitch19_g11799 = staticSwitch17_g11799; #endif #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); #else - float staticSwitch33_g11795 = _AddHueFade; + float staticSwitch33_g11821 = _AddHueFade; #endif - float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; + float4 staticSwitch23_g11799 = staticSwitch19_g11799; #endif #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; #endif - float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; + float4 staticSwitch28_g11799 = staticSwitch23_g11799; #endif #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; - float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; + float4 staticSwitch38_g11799 = staticSwitch28_g11799; #endif #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; #endif - float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else - float2 staticSwitch169_g11782 = float2( 0,0 ); + float2 staticSwitch169_g11808 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); - float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); - float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; + float4 staticSwitch12_g11799 = staticSwitch38_g11799; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; #endif - float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; + float staticSwitch203_g11836 = 1.0; #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; + float staticSwitch203_g11836 = temp_output_182_0_g11836; #endif - float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); - float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else - float2 staticSwitch157_g11810 = float2( 0,0 ); + float2 staticSwitch157_g11836 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); - float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); #else - float staticSwitch200_g11810 = lerpResult168_g11810; + float staticSwitch200_g11836 = lerpResult168_g11836; #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; + float4 staticSwitch13_g11799 = staticSwitch12_g11799; #endif #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; #endif - float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; + float staticSwitch203_g11813 = 1.0; #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; + float staticSwitch203_g11813 = temp_output_182_0_g11813; #endif - float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); - float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); #else - float staticSwitch200_g11787 = lerpResult168_g11787; + float staticSwitch200_g11813 = lerpResult168_g11813; #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; + float4 staticSwitch48_g11799 = staticSwitch13_g11799; #endif #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; + float4 staticSwitch46_g11799 = staticSwitch48_g11799; #endif - float4 temp_output_361_0 = staticSwitch46_g11773; + float4 temp_output_361_0 = staticSwitch46_g11799; #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); - float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; #else float4 staticSwitch57 = staticSwitch56; #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; #endif - float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); - float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); - float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); - float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; #endif #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); - float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); #else - float staticSwitch60_g11845 = _MetalFade; + float staticSwitch60_g11872 = _MetalFade; #endif - float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; + float4 staticSwitch28_g11849 = staticSwitch26_g11849; #endif #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; + float4 staticSwitch29_g11849 = staticSwitch28_g11849; #endif #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); - float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); - float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); - float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); - float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; + float4 staticSwitch32_g11849 = staticSwitch29_g11849; #endif #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); - float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); - float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; + float4 staticSwitch34_g11849 = staticSwitch32_g11849; #endif #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; - float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); - float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); #else - float staticSwitch98_g11823 = _ShineFade; + float staticSwitch98_g11850 = _ShineFade; #endif - float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; + float4 staticSwitch36_g11849 = staticSwitch34_g11849; #endif #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); - float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; + float4 staticSwitch39_g11849 = staticSwitch36_g11849; #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); - float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); - float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); - float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); - float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); - float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; + float3 staticSwitch50_g11889 = lerpResult42_g11889; #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; + float3 staticSwitch47_g11889 = lerpResult44_g11889; #else - float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); - float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; #else - float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); #endif - float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; + float2 staticSwitch73_g11901 = _TextureLayer1Offset; #endif - float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11875 = float2( 0,1 ); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; #endif - float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); - float4 break2_g11876 = temp_output_5_0_g11874; + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; #endif - float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; + float2 staticSwitch73_g11897 = _TextureLayer2Offset; #endif - float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11871 = float2( 0,1 ); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; #endif - float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); - float4 break2_g11872 = temp_output_5_0_g11870; + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; #endif - float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; #endif - float4 temp_output_473_0 = staticSwitch15_g11870; + float4 temp_output_473_0 = staticSwitch15_g11897; #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; + float4 break4_g11905 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11878; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; + float4 break4_g11906 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); - float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11879; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; #else float4 staticSwitch75 = staticSwitch77; #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); #endif - float2 temp_output_18_0_g11880 = shaderPosition235; + float2 temp_output_18_0_g11907 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); - float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); - float4 staticSwitch3_g11880 = appendResult3_g11881; + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); - float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); - float4 staticSwitch5_g11880 = appendResult3_g11889; + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; + float4 staticSwitch5_g11907 = staticSwitch3_g11907; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); - float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); - float4 staticSwitch8_g11880 = appendResult3_g11891; + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; + float4 staticSwitch8_g11907 = staticSwitch5_g11907; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); - float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); - float4 staticSwitch9_g11880 = appendResult3_g11887; + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; + float4 staticSwitch9_g11907 = staticSwitch8_g11907; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); - float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); - float4 staticSwitch11_g11880 = appendResult3_g11883; + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; + float4 staticSwitch11_g11907 = staticSwitch9_g11907; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); - float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); - float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); - float4 staticSwitch15_g11880 = appendResult3_g11885; + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; + float4 staticSwitch15_g11907 = staticSwitch11_g11907; #endif #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); - float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); - float4 staticSwitch13_g11880 = appendResult3_g11893; + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; + float4 staticSwitch13_g11907 = staticSwitch15_g11907; #endif #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; + float3 staticSwitch17_g11923 = staticSwitch16_g11923; #endif - float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; + float4 staticSwitch5_g11922 = staticSwitch13_g11907; #endif #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; + float4 staticSwitch11_g11922 = staticSwitch5_g11922; #endif #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; #endif - float4 break2_g11902 = temp_output_1_0_g11900; + float4 break2_g11929 = temp_output_1_0_g11927; #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; + float3 staticSwitch22_g11927 = staticSwitch21_g11927; #endif - float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; + float4 staticSwitch7_g11922 = staticSwitch11_g11922; #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); - float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); - float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); - float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; #else - float staticSwitch8_g11764 = input.ase_color.a; + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; #endif #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; + float staticSwitch9_g11777 = 1.0; #else - float staticSwitch9_g11764 = staticSwitch8_g11764; + float staticSwitch9_g11777 = staticSwitch8_g11777; #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else - float4 staticSwitch342 = appendResult8_g11907; + float4 staticSwitch342 = appendResult8_g11934; #endif float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) @@ -11053,33 +11158,33 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float4 staticSwitch143 = staticSwitch342; #endif - float4 temp_output_7_0_g11914 = staticSwitch143; + float4 temp_output_7_0_g11941 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + float4 temp_output_340_0 = staticSwitch6_g11941; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; #endif - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; #endif return 0; @@ -11097,22 +11202,27 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" Cull Off HLSLPROGRAM - #pragma multi_compile_fragment _ALPHATEST_ON + #define ASE_GEOMETRY + #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _EMISSION #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 #pragma shader_feature EDITOR_VISUALIZATION #pragma vertex vert #pragma fragment frag - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif #endif #define SHADERPASS SHADERPASS_META @@ -11138,6 +11248,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON @@ -11257,8 +11368,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 texcoord0 : TEXCOORD0; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; @@ -11268,19 +11380,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct PackedVaryings { float4 positionCS : SV_POSITION; - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 positionWS : TEXCOORD0; - #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD1; - #endif + float3 positionWS : TEXCOORD0; #ifdef EDITOR_VISUALIZATION - float4 VizUV : TEXCOORD2; - float4 LightCoord : TEXCOORD3; + float4 VizUV : TEXCOORD1; + float4 LightCoord : TEXCOORD2; #endif + float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; - float4 ase_texcoord6 : TEXCOORD6; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -11290,9 +11397,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif @@ -11310,15 +11414,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; @@ -11329,6 +11431,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif @@ -11338,20 +11443,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; #endif #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; + float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; @@ -11361,18 +11463,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPRedTint; #endif @@ -11381,15 +11485,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; + float4 _ColorReplaceToColor; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPGreenTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; @@ -11398,77 +11503,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 _TextureLayer1Color; #endif float4 _MainTex_TexelSize; - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif - #ifdef _EMISSIONTOGGLE_ON - float4 _EmissionTint; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; + float4 _FrozenTint; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - float2 _MetalNoiseDistortionScale; + float2 _MetalNoiseSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; float2 _FrozenHighlightDistortion; float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; @@ -11483,14 +11582,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseScale; + float2 _MetalNoiseDistortion; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; @@ -11511,23 +11610,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; + float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; @@ -11536,7 +11638,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEPOISON_ON @@ -11550,36 +11651,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineTextureSpeed; + float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif + float2 _FadingNoiseScale; #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; + float2 _SqueezeCenter; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; float2 _UVDistortTo; float2 _UVDistortFrom; #endif @@ -11589,123 +11684,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskSpeed; float2 _GlitchDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + float2 _FullDistortionDistortion; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortion; #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; + float2 _WorldTilingOffset; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - float _DirectionalAlphaFadeNoiseFactor; + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2Scale; #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + float2 _UVScaleScale; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; #endif - float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; + float _NormalIntensity; + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEBURN_ON - float _BurnFade; + float _BurnEdgeNoiseFactor; #endif - float _Metallic; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; + float _StrongTintContrast; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; @@ -11713,57 +11806,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEFROZEN_ON + float _FrozenFade; float _FrozenHighlightContrast; #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - float _AlphaTintFade; - #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; - float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif int _TextureLayer1StartFrame; #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; @@ -11783,11 +11880,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif + int _TextureLayer2Rows; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; - #endif - int _TextureLayer2Rows; - #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; @@ -11808,10 +11906,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; @@ -11830,6 +11932,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; @@ -11840,15 +11943,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESHINE_ON float _ShineContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON float _ShineRotation; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; @@ -11858,15 +11956,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEPOISON_ON float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; @@ -12025,9 +12119,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; - float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; @@ -12036,20 +12132,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _PingPongGlowFade; float _PingPongGlowFrequency; #endif - float _Smoothness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; + float _OuterOutlineFade; #endif #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON @@ -12059,9 +12156,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; + float _SineGlowFade; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; @@ -12094,15 +12192,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; float _SineGlowContrast; #endif + #ifdef _ENABLESMOKE_ON + float _SmokeAlpha; + #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; - float _AddHueContrast; + float _AddHueBrightness; #endif #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; @@ -12115,8 +12214,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLEFLAME_ON float _FlameSmooth; - float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif @@ -12128,20 +12231,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif - #ifdef _ENABLEHUE_ON - float _Hue; + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; #endif #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif @@ -12153,17 +12255,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; - #endif float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; #endif + float _BlackTintFade; + float _BlackTintPower; + #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; + #endif float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; - float _Brightness; + float _Hue; + float _AddHueContrast; float _AlphaClip; #ifdef ASE_TRANSMISSION float _TransmissionShadow; @@ -12278,7 +12381,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return mul( finalMatrix, original ) + center; } - float MyCustomExpression16_g11724( float linValue ) + float MyCustomExpression16_g11765( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12288,7 +12391,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11726( float linValue ) + float MyCustomExpression16_g11767( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12376,7 +12479,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11682( float linValue ) + float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12386,7 +12489,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11683( float linValue ) + float MyCustomExpression16_g11774( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12396,7 +12499,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11729( float linValue ) + float MyCustomExpression16_g11776( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12416,7 +12519,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11740( float linValue ) + float MyCustomExpression16_g11796( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12441,7 +12544,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } - float MyCustomExpression16_g11766( float linValue ) + float MyCustomExpression16_g11779( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12451,7 +12554,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11768( float linValue ) + float MyCustomExpression16_g11781( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12461,7 +12564,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11772( float linValue ) + float MyCustomExpression16_g11785( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12480,7 +12583,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } - float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); @@ -12493,7 +12596,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } - float MyCustomExpression16_g11800( float linValue ) + float MyCustomExpression16_g11826( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12503,7 +12606,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11784( float linValue ) + float MyCustomExpression16_g11810( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12513,7 +12616,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11811( float linValue ) + float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12523,215 +12626,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888( float linValue ) + float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12751,7 +12646,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11886( float linValue ) + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -12770,7 +12873,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float2 _ZeroVector = float2(0,0); - float2 texCoord363 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; @@ -12813,115 +12916,115 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif - float2 temp_output_2_0_g11910 = staticSwitch198; + float2 temp_output_2_0_g11937 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; #endif #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); - float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; + float2 staticSwitch6_g11937 = staticSwitch4_g11937; #endif #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; + float2 staticSwitch10_g11937 = staticSwitch6_g11937; #endif - float2 temp_output_424_0 = staticSwitch10_g11910; + float2 temp_output_424_0 = staticSwitch10_g11937; #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.texcoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float2 texCoord435 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -12941,14 +13044,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch142 = temp_output_424_0; #endif - output.ase_texcoord5 = screenPos; + output.ase_texcoord4 = screenPos; - output.ase_texcoord4.xy = input.texcoord0.xy; - output.ase_texcoord6 = input.positionOS; + output.ase_texcoord3.xy = input.texcoord.xy; + output.ase_texcoord5 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord4.zw = 0; + output.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; @@ -12965,30 +13068,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif input.normalOS = input.normalOS; - - float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); - - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - output.positionWS = positionWS; - #endif - - output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); + input.tangentOS = input.tangentOS; #ifdef EDITOR_VISUALIZATION float2 VizUV = 0; float4 LightCoord = 0; - UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord); + UnityEditorVizData(input.positionOS.xyz, input.texcoord.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord); output.VizUV = float4(VizUV, 0, 0); output.LightCoord = LightCoord; #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - VertexPositionInputs vertexInput = (VertexPositionInputs)0; - vertexInput.positionWS = positionWS; - vertexInput.positionCS = output.positionCS; - output.shadowCoord = GetShadowCoord( vertexInput ); - #endif - + output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); + output.positionWS = TransformObjectToWorld( input.positionOS.xyz ); return output; } @@ -12996,8 +13087,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 texcoord0 : TEXCOORD0; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; @@ -13018,7 +13110,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; - output.texcoord0 = input.texcoord0; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; output.ase_color = input.ase_color; @@ -13060,7 +13153,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; @@ -13086,22 +13180,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 WorldPosition = input.positionWS; + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); #endif - float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); - #endif - #endif - - float2 texCoord363 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); - float4 screenPos = input.ase_texcoord5; + float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord4; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; @@ -13112,7 +13202,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif @@ -13171,31 +13261,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #endif #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; + float shaderTime237 = staticSwitch42_g11769; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); @@ -13224,37 +13314,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif - float2 texCoord435 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy; + float2 staticSwitch1_g11770 = (input.ase_texcoord5.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; + float2 staticSwitch1_g11770 = (PositionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; + float2 shaderPosition235 = staticSwitch1_g11770; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; @@ -13281,132 +13371,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); - float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); - float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord4.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; #else - float staticSwitch29_g11737 = _UVDistortFade; + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); #endif - float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; #endif #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; + float2 staticSwitch7_g11786 = staticSwitch5_g11786; #endif #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; + float2 staticSwitch9_g11786 = staticSwitch7_g11786; #endif #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; + float2 staticSwitch16_g11786 = staticSwitch9_g11786; #endif #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; + float2 staticSwitch14_g11786 = staticSwitch16_g11786; #endif #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11730 = clampResult46_g11732; + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; + float2 staticSwitch4_g11786 = staticSwitch14_g11786; #endif #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; + float2 staticSwitch24_g11786 = staticSwitch4_g11786; #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; + float staticSwitch18_g11797 = temp_output_7_0_g11797; #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); - float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord4.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -13431,19 +13533,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2( 0,0 ); - float2 break10_g11742 = float2( 1,1 ); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); - float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif @@ -13534,862 +13636,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); - float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); - float4 staticSwitch2_g11764 = appendResult31_g11765; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; #endif #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); - float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); - float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11764 = appendResult13_g11767; + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; + float4 staticSwitch3_g11777 = staticSwitch2_g11777; #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); - float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); - float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; #endif #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); - float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); - float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); - float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; + float4 staticSwitch6_g11782 = staticSwitch2_g11782; #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch81_g11805 = appendResult91_g11805; + float4 staticSwitch81_g11831 = appendResult91_g11831; #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); - float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); - float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; #endif - float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); - float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.8333333 ) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.6666667 ) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.3333333 ) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.1666667 ) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.5 ) - ifLocalVar35_g11803 = ifLocalVar44_g11803; + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); - float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; + float4 staticSwitch9_g11799 = staticSwitch43_g11799; #endif #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); - float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; + float4 staticSwitch29_g11799 = staticSwitch9_g11799; #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; #endif #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; + float4 staticSwitch33_g11799 = staticSwitch32_g11799; #endif #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); - float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; + float4 staticSwitch36_g11799 = staticSwitch33_g11799; #endif #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); - float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); - float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; + float4 staticSwitch30_g11799 = staticSwitch36_g11799; #endif #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; + float4 staticSwitch20_g11799 = staticSwitch30_g11799; #endif #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); - float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; + float4 staticSwitch17_g11799 = staticSwitch20_g11799; #endif - float temp_output_39_0_g11773 = shaderTime237; + float temp_output_39_0_g11799 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); - float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; + float4 staticSwitch19_g11799 = staticSwitch17_g11799; #endif #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord4.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); #else - float staticSwitch33_g11795 = _AddHueFade; + float staticSwitch33_g11821 = _AddHueFade; #endif - float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; + float4 staticSwitch23_g11799 = staticSwitch19_g11799; #endif #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord4.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; #endif - float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; + float4 staticSwitch28_g11799 = staticSwitch23_g11799; #endif #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; - float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; + float4 staticSwitch38_g11799 = staticSwitch28_g11799; #endif #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; #endif - float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else - float2 staticSwitch169_g11782 = float2( 0,0 ); + float2 staticSwitch169_g11808 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); - float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); - float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; + float4 staticSwitch12_g11799 = staticSwitch38_g11799; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; #endif - float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; + float staticSwitch203_g11836 = 1.0; #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; + float staticSwitch203_g11836 = temp_output_182_0_g11836; #endif - float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); - float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else - float2 staticSwitch157_g11810 = float2( 0,0 ); + float2 staticSwitch157_g11836 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); - float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); #else - float staticSwitch200_g11810 = lerpResult168_g11810; + float staticSwitch200_g11836 = lerpResult168_g11836; #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; + float4 staticSwitch13_g11799 = staticSwitch12_g11799; #endif #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; #endif - float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; + float staticSwitch203_g11813 = 1.0; #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; + float staticSwitch203_g11813 = temp_output_182_0_g11813; #endif - float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); - float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); #else - float staticSwitch200_g11787 = lerpResult168_g11787; + float staticSwitch200_g11813 = lerpResult168_g11813; #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; + float4 staticSwitch48_g11799 = staticSwitch13_g11799; #endif #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; + float4 staticSwitch46_g11799 = staticSwitch48_g11799; #endif - float4 temp_output_361_0 = staticSwitch46_g11773; + float4 temp_output_361_0 = staticSwitch46_g11799; #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); - float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; #else float4 staticSwitch57 = staticSwitch56; #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; #endif - float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); - float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); - float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); - float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; #endif #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); - float2 uv_MetalMask = input.ase_texcoord4.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); #else - float staticSwitch60_g11845 = _MetalFade; + float staticSwitch60_g11872 = _MetalFade; #endif - float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; + float4 staticSwitch28_g11849 = staticSwitch26_g11849; #endif #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; + float4 staticSwitch29_g11849 = staticSwitch28_g11849; #endif #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); - float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); - float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); - float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); - float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; + float4 staticSwitch32_g11849 = staticSwitch29_g11849; #endif #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); - float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); - float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; + float4 staticSwitch34_g11849 = staticSwitch32_g11849; #endif #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; - float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); - float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = input.ase_texcoord4.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); #else - float staticSwitch98_g11823 = _ShineFade; + float staticSwitch98_g11850 = _ShineFade; #endif - float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; + float4 staticSwitch36_g11849 = staticSwitch34_g11849; #endif #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); - float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; + float4 staticSwitch39_g11849 = staticSwitch36_g11849; #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); - float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); - float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); - float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); - float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); - float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; + float3 staticSwitch50_g11889 = lerpResult42_g11889; #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; + float3 staticSwitch47_g11889 = lerpResult44_g11889; #else - float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); - float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; #else - float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); #endif - float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; + float2 staticSwitch73_g11901 = _TextureLayer1Offset; #endif - float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11875 = float2( 0,1 ); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; #endif - float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); - float4 break2_g11876 = temp_output_5_0_g11874; + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; #endif - float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; + float2 staticSwitch73_g11897 = _TextureLayer2Offset; #endif - float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11871 = float2( 0,1 ); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; #endif - float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); - float4 break2_g11872 = temp_output_5_0_g11870; + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; #endif - float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; #endif - float4 temp_output_473_0 = staticSwitch15_g11870; + float4 temp_output_473_0 = staticSwitch15_g11897; #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; + float4 break4_g11905 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11878; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; + float4 break4_g11906 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); - float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11879; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; #else float4 staticSwitch75 = staticSwitch77; #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); #endif - float2 temp_output_18_0_g11880 = shaderPosition235; + float2 temp_output_18_0_g11907 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); - float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); - float4 staticSwitch3_g11880 = appendResult3_g11881; + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); - float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); - float4 staticSwitch5_g11880 = appendResult3_g11889; + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; + float4 staticSwitch5_g11907 = staticSwitch3_g11907; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); - float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); - float4 staticSwitch8_g11880 = appendResult3_g11891; + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; + float4 staticSwitch8_g11907 = staticSwitch5_g11907; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); - float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); - float4 staticSwitch9_g11880 = appendResult3_g11887; + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; + float4 staticSwitch9_g11907 = staticSwitch8_g11907; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); - float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); - float4 staticSwitch11_g11880 = appendResult3_g11883; + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; + float4 staticSwitch11_g11907 = staticSwitch9_g11907; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); - float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); - float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); - float4 staticSwitch15_g11880 = appendResult3_g11885; + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; + float4 staticSwitch15_g11907 = staticSwitch11_g11907; #endif #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); - float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); - float4 staticSwitch13_g11880 = appendResult3_g11893; + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; + float4 staticSwitch13_g11907 = staticSwitch15_g11907; #endif #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord4.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; + float3 staticSwitch17_g11923 = staticSwitch16_g11923; #endif - float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; + float4 staticSwitch5_g11922 = staticSwitch13_g11907; #endif #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; + float4 staticSwitch11_g11922 = staticSwitch5_g11922; #endif #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord4.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; #endif - float4 break2_g11902 = temp_output_1_0_g11900; + float4 break2_g11929 = temp_output_1_0_g11927; #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; + float3 staticSwitch22_g11927 = staticSwitch21_g11927; #endif - float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; + float4 staticSwitch7_g11922 = staticSwitch11_g11922; #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); - float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); - float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); - float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; #else - float staticSwitch8_g11764 = input.ase_color.a; + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; #endif #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; + float staticSwitch9_g11777 = 1.0; #else - float staticSwitch9_g11764 = staticSwitch8_g11764; + float staticSwitch9_g11777 = staticSwitch8_g11777; #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else - float4 staticSwitch342 = appendResult8_g11907; + float4 staticSwitch342 = appendResult8_g11934; #endif float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) @@ -14405,33 +14525,33 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float4 staticSwitch143 = staticSwitch342; #endif - float4 temp_output_7_0_g11914 = staticSwitch143; + float4 temp_output_7_0_g11941 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + float4 temp_output_340_0 = staticSwitch6_g11941; #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); - float2 temp_output_11_0_g11915 = finalUV146; - float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); - float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); - float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float2 temp_output_11_0_g11942 = finalUV146; + float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 ); + float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b)); + float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a ); #else - float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); + float3 staticSwitch13_g11942 = float3( 0, 0, 0 ); #endif float3 BaseColor = temp_output_340_0.rgb; - float3 Emission = staticSwitch13_g11915; + float3 Emission = staticSwitch13_g11942; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); #endif MetaInput metaInput = (MetaInput)0; @@ -14462,21 +14582,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" HLSLPROGRAM - #pragma multi_compile_fragment _ALPHATEST_ON + #define ASE_GEOMETRY + #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _EMISSION #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 #pragma vertex vert #pragma fragment frag - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif #endif #define SHADERPASS SHADERPASS_2D @@ -14501,6 +14626,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON @@ -14619,7 +14745,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -14628,15 +14755,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct PackedVaryings { float4 positionCS : SV_POSITION; - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 positionWS : TEXCOORD0; - #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD1; - #endif + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -14646,9 +14768,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif @@ -14666,15 +14785,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; @@ -14685,6 +14802,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif + float4 _EmissionTint; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif @@ -14694,20 +14812,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; #endif #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; + float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; @@ -14717,18 +14832,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPRedTint; #endif @@ -14737,15 +14854,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; + float4 _ColorReplaceToColor; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPGreenTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; @@ -14754,75 +14872,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 _TextureLayer1Color; #endif float4 _MainTex_TexelSize; - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif - float4 _EmissionTint; - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; + float4 _FrozenTint; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - float2 _MetalNoiseDistortionScale; + float2 _MetalNoiseSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; float2 _FrozenHighlightDistortion; float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; @@ -14837,14 +14951,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseScale; + float2 _MetalNoiseDistortion; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; @@ -14865,23 +14979,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; + float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; @@ -14890,7 +15007,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEPOISON_ON @@ -14904,36 +15020,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineTextureSpeed; + float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif + float2 _FadingNoiseScale; #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; + float2 _SqueezeCenter; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; float2 _UVDistortTo; float2 _UVDistortFrom; #endif @@ -14943,123 +15053,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskSpeed; float2 _GlitchDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + float2 _FullDistortionDistortion; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortion; #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; + float2 _WorldTilingOffset; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - float _DirectionalAlphaFadeNoiseFactor; + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2Scale; #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + float2 _UVScaleScale; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; #endif - float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; + float _NormalIntensity; + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEBURN_ON - float _BurnFade; + float _BurnEdgeNoiseFactor; #endif - float _Metallic; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; + float _StrongTintContrast; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; @@ -15067,57 +15175,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEFROZEN_ON + float _FrozenFade; float _FrozenHighlightContrast; #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - float _AlphaTintFade; - #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; - float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif int _TextureLayer1StartFrame; #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; @@ -15137,11 +15249,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif + int _TextureLayer2Rows; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; - #endif - int _TextureLayer2Rows; - #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; @@ -15162,10 +15275,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; @@ -15184,6 +15301,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; @@ -15194,15 +15312,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESHINE_ON float _ShineContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON float _ShineRotation; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; @@ -15212,15 +15325,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEPOISON_ON float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; @@ -15379,9 +15488,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; - float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; @@ -15390,20 +15501,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _PingPongGlowFade; float _PingPongGlowFrequency; #endif - float _Smoothness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; + float _OuterOutlineFade; #endif #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON @@ -15413,9 +15525,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; + float _SineGlowFade; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; @@ -15448,15 +15561,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; float _SineGlowContrast; #endif + #ifdef _ENABLESMOKE_ON + float _SmokeAlpha; + #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; - float _AddHueContrast; + float _AddHueBrightness; #endif #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; @@ -15469,8 +15583,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLEFLAME_ON float _FlameSmooth; - float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif @@ -15482,20 +15600,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif - #ifdef _ENABLEHUE_ON - float _Hue; + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; #endif #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif @@ -15507,17 +15624,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; - #endif float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; #endif + float _BlackTintFade; + float _BlackTintPower; + #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; + #endif float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; - float _Brightness; + float _Hue; + float _AddHueContrast; float _AlphaClip; #ifdef ASE_TRANSMISSION float _TransmissionShadow; @@ -15629,7 +15747,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return mul( finalMatrix, original ) + center; } - float MyCustomExpression16_g11724( float linValue ) + float MyCustomExpression16_g11765( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15639,7 +15757,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11726( float linValue ) + float MyCustomExpression16_g11767( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15727,7 +15845,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11682( float linValue ) + float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15737,7 +15855,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11683( float linValue ) + float MyCustomExpression16_g11774( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15747,7 +15865,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11729( float linValue ) + float MyCustomExpression16_g11776( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15767,7 +15885,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11740( float linValue ) + float MyCustomExpression16_g11796( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15792,7 +15910,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } - float MyCustomExpression16_g11766( float linValue ) + float MyCustomExpression16_g11779( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15802,7 +15920,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11768( float linValue ) + float MyCustomExpression16_g11781( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15812,7 +15930,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11772( float linValue ) + float MyCustomExpression16_g11785( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15831,7 +15949,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } - float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); @@ -15844,7 +15962,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } - float MyCustomExpression16_g11800( float linValue ) + float MyCustomExpression16_g11826( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15854,7 +15972,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11784( float linValue ) + float MyCustomExpression16_g11810( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15864,7 +15982,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11811( float linValue ) + float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -15874,215 +15992,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888( float linValue ) + float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -16102,7 +16012,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11886( float linValue ) + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -16164,65 +16282,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif - float2 temp_output_2_0_g11910 = staticSwitch198; + float2 temp_output_2_0_g11937 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; #endif #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); - float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; + float2 staticSwitch6_g11937 = staticSwitch4_g11937; #endif #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; + float2 staticSwitch10_g11937 = staticSwitch6_g11937; #endif - float2 temp_output_424_0 = staticSwitch10_g11910; + float2 temp_output_424_0 = staticSwitch10_g11937; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; @@ -16230,49 +16348,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -16292,14 +16410,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch142 = temp_output_424_0; #endif - output.ase_texcoord3 = screenPos; + output.ase_texcoord2 = screenPos; - output.ase_texcoord2.xy = input.ase_texcoord.xy; - output.ase_texcoord4 = input.positionOS; + output.ase_texcoord1.xy = input.ase_texcoord.xy; + output.ase_texcoord3 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord2.zw = 0; + output.ase_texcoord1.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; @@ -16315,3355 +16433,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" input.positionOS.xyz += vertexValue; #endif - input.normalOS = input.normalOS; - - VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); - - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - output.positionWS = vertexInput.positionWS; - #endif - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - output.shadowCoord = GetShadowCoord( vertexInput ); - #endif - - output.positionCS = vertexInput.positionCS; - return output; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert ( Attributes input ) - { - VertexControl output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - output.positionOS = input.positionOS; - output.normalOS = input.normalOS; - output.ase_texcoord = input.ase_texcoord; - output.ase_color = input.ase_color; - return output; - } - - TessellationFactors TessellationFunction (InputPatch input) - { - TessellationFactors output; - float4 tf = 1; - float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf = FixedTess( tessValue ); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); - #elif defined(ASE_LENGTH_TESSELLATION) - tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); - #endif - output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; - return output; - } - - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) - { - Attributes output = (Attributes) 0; - output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; - output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i < 3; ++i) - pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); - float phongStrength = _TessPhongStrength; - output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID(patch[0], output); - return VertexFunction(output); - } - #else - PackedVaryings vert ( Attributes input ) - { - return VertexFunction( input ); - } - #endif - - half4 frag(PackedVaryings input ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID( input ); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 WorldPosition = input.positionWS; - #endif - - float4 ShadowCoords = float4( 0, 0, 0, 0 ); - - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); - #endif - #endif - - float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); - float4 screenPos = input.ase_texcoord3; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2( 0,0 ); - float2 break8_g11668 = float2( 1,1 ); - float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); - #endif - float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); - float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); - float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); - float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); - float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); - float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); - float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); - float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); - float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); - float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); - float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); - float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); - float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); - float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); - float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); - float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); - float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); - #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2( 0,0 ); - float2 break10_g11742 = float2( 1,1 ); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); - float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); - float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); - float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); - float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); - float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); - float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); - float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); - float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); - float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); - float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); - float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); - float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); - float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); - float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); - float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); - float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); - float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.8333333 ) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.6666667 ) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.3333333 ) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.1666667 ) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.5 ) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); - float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); - float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); - float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); - float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); - float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); - float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); - float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; - float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); - #else - float2 staticSwitch169_g11782 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); - float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); - float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); - float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); - #else - float2 staticSwitch157_g11810 = float2( 0,0 ); - #endif - float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); - float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); - float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); - float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); - float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); - float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); - float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); - float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); - float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); - float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); - float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); - float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); - float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); - float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; - float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); - float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); - float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); - float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); - float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); - float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); - float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); - float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); - float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); - float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); - #endif - float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11875 = float2( 0,1 ); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11871 = float2( 0,1 ); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); - float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; -#ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); - float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); - float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); - float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); - float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); - float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); - float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); - float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); - float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); - float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); - float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); - float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = input.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; - - - float3 BaseColor = temp_output_340_0.rgb; - float Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - - half4 color = half4(BaseColor, Alpha ); - - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); - #endif - - return color; - } - ENDHLSL - } - - - Pass - { - - Name "DepthNormals" - Tags { "LightMode"="DepthNormals" } - - ZWrite On - Blend One Zero - ZTest LEqual - ZWrite On - - HLSLPROGRAM - - #pragma multi_compile _ALPHATEST_ON - #define _NORMAL_DROPOFF_TS 1 - #pragma multi_compile_instancing - #pragma multi_compile _ LOD_FADE_CROSSFADE - #define ASE_FOG 1 - #define _ALPHATEST_SHADOW_ON 1 - #define _EMISSION - #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 - - - #pragma vertex vert - #pragma fragment frag - - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 - #endif - - #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY - //#define SHADERPASS SHADERPASS_DEPTHNORMALS - - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - - #if defined(LOD_FADE_CROSSFADE) - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" - #endif - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_SCREEN_POSITION - #define ASE_NEEDS_WORLD_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - - #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) - #define ASE_SV_DEPTH SV_DepthLessEqual - #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid - #else - #define ASE_SV_DEPTH SV_Depth - #define ASE_SV_POSITION_QUALIFIERS - #endif - - struct Attributes - { - float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct PackedVaryings - { - ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float3 positionWS : TEXCOORD1; - float3 normalWS : TEXCOORD2; - float4 tangentWS : TEXCOORD3; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD4; - #endif - float4 ase_texcoord5 : TEXCOORD5; - float4 ase_texcoord6 : TEXCOORD6; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowMask_ST; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBRedTint; - float4 _RecolorRGBGreenTint; - float4 _RecolorRGBBlueTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPYellowTint; - float4 _RecolorRGBYCPRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPCyanTint; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - #endif - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - float4 _EmissionTint; - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnPosition; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - float2 _FrozenHighlightDistortionScale; - float2 _FrozenHighlightDistortionSpeed; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameNoiseScale; - float2 _FlameSpeed; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - float2 _TextureLayer1Offset; - float2 _TextureLayer1ScrollSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseDistortionSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnEdgeNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineDistortionIntensity; - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineNoiseSpeed; - float2 _InnerOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - #endif - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortTo; - float2 _UVDistortFrom; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskSpeed; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; - float2 _DirectionalDistortionDistortionScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchDistortion; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - float _DirectionalAlphaFadeNoiseFactor; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - float _NormalIntensity; - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - float _Metallic; - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowDensity; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - float _HalftoneFade; - float _HalftoneTiling; - float _HalftoneInvert; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - float _AlphaTintFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - float _EnchantedBrightness; - float _EnchantedReduce; - float _EnchantedFade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - int _TextureLayer2Rows; - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - float _ShiftingSaturation; - float _ShiftingContrast; - #endif - int _TextureLayer2Columns; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - float _TextureLayer1Fade; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSaturation; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowBrightness; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowContrast; - float _RainbowFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON - float _ShineRotation; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; - #endif - #ifdef _ENABLESHINE_ON - float _ShineFrequency; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - float _PoisonDensity; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSpeed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - float _SineRotateFade; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeSmoothness; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - float _PingPongGlowFrequency; - #endif - float _Smoothness; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - float _InnerOutlineFade; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - float _AddHueContrast; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - float _ColorReplaceRange; - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - float _FlameRadius; - float _FlameNoiseFactor; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - float _AddHueSaturation; - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - #endif - float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; - #endif - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - float _Brightness; - float _AlphaClip; - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - - - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - sampler2D _NormalMap; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - - - float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) - { - original -= center; - float C = cos( angle ); - float S = sin( angle ); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); - return mul( finalMatrix, original ) + center; - } - - float MyCustomExpression16_g11724( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671( float x ) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x/2.0)-0.5); - - float k = 0.5+0.5*sin(i); - return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); - } - - float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } - float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } - float snoise( float2 v ) - { - const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); - float2 i = floor( v + dot( v, C.yy ) ); - float2 x0 = v - i + dot( i, C.xx ); - float2 i1; - i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289( i ); - float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); - float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); - m = m * m; - m = m * m; - float3 x = 2.0 * frac( p * C.www ) - 1.0; - float3 h = abs( x ) - 0.5; - float3 ox = floor( x + 0.5 ); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot( m, g ); - } - - float MyCustomExpression16_g11673( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0,1.0) / size; - uvs -= pixel * float2(0.5,0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); - float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); - float d = q.x - min( q.w, q.y ); - float e = 1.0e-10; - return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB( float3 c ) - { - float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); - float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); - return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); - } - - float MyCustomExpression16_g11800( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - PackedVaryings VertexFunction( Attributes input ) - { - PackedVaryings output = (PackedVaryings)0; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float2 _ZeroVector = float2(0,0); - float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); - float4 screenPos = ComputeScreenPos( ase_positionCS ); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2( 0,0 ); - float2 break8_g11668 = float2( 1,1 ); - float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); - float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; -#ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif -#ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); - #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); -#ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); - #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); -#ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - output.ase_texcoord5.xy = input.ase_texcoord.xy; - output.ase_texcoord6 = input.positionOS; - output.ase_color = input.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord5.zw = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = input.positionOS.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - - float3 vertexValue = float3( staticSwitch142 , 0.0 ); - - #ifdef ASE_ABSOLUTE_VERTEX_POS - input.positionOS.xyz = vertexValue; - #else - input.positionOS.xyz += vertexValue; - #endif - input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); - float3 normalWS = TransformObjectToWorldNormal( input.normalOS ); - float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w ); - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - output.shadowCoord = GetShadowCoord( vertexInput ); - #endif - output.positionCS = vertexInput.positionCS; - output.clipPosV = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; - output.normalWS = normalWS; - output.tangentWS = tangentWS; return output; } @@ -19671,8 +16447,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; @@ -19753,36 +16529,24 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" } #endif - void frag( PackedVaryings input - , out half4 outNormalWS : SV_Target0 - #ifdef ASE_DEPTH_WRITE_ON - ,out float outputDepth : ASE_SV_DEPTH - #endif - #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 - #endif - ) + half4 frag(PackedVaryings input ) : SV_Target { - UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - float4 ShadowCoords = float4( 0, 0, 0, 0 ); - float3 WorldNormal = input.normalWS; - float4 WorldTangent = input.tangentWS; - float3 WorldPosition = input.positionWS; - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos( input.clipPosV ); - - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); - #endif + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); #endif - float2 texCoord363 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + + float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord2; + float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); @@ -19792,7 +16556,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif @@ -19851,31 +16615,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #endif #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; + float shaderTime237 = staticSwitch42_g11769; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); @@ -19904,37 +16668,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif - float2 texCoord435 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy; + float2 staticSwitch1_g11770 = (input.ase_texcoord3.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; + float2 staticSwitch1_g11770 = (PositionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; + float2 shaderPosition235 = staticSwitch1_g11770; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; @@ -19961,132 +16725,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); - float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); - float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord5.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; #else - float staticSwitch29_g11737 = _UVDistortFade; + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); #endif - float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; #endif #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; + float2 staticSwitch7_g11786 = staticSwitch5_g11786; #endif #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; + float2 staticSwitch9_g11786 = staticSwitch7_g11786; #endif #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; + float2 staticSwitch16_g11786 = staticSwitch9_g11786; #endif #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; + float2 staticSwitch14_g11786 = staticSwitch16_g11786; #endif #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11730 = clampResult46_g11732; + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; + float2 staticSwitch4_g11786 = staticSwitch14_g11786; #endif #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; + float2 staticSwitch24_g11786 = staticSwitch4_g11786; #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; + float staticSwitch18_g11797 = temp_output_7_0_g11797; #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); - float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord5.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -20111,27 +16887,23 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2( 0,0 ); - float2 break10_g11742 = float2( 1,1 ); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); - float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; - float2 temp_output_11_0_g11915 = finalUV146; - float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); - unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); - float2 temp_output_1_0_g11744 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11745 = _MainTex; @@ -20218,862 +16990,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); - float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); - float4 staticSwitch2_g11764 = appendResult31_g11765; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; #endif #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); - float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); - float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11764 = appendResult13_g11767; + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; + float4 staticSwitch3_g11777 = staticSwitch2_g11777; #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); - float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); - float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; #endif #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); - float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); - float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); - float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; + float4 staticSwitch6_g11782 = staticSwitch2_g11782; #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch81_g11805 = appendResult91_g11805; + float4 staticSwitch81_g11831 = appendResult91_g11831; #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); - float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); - float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; #endif - float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); - float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.8333333 ) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.6666667 ) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.3333333 ) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.1666667 ) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.5 ) - ifLocalVar35_g11803 = ifLocalVar44_g11803; + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); - float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; + float4 staticSwitch9_g11799 = staticSwitch43_g11799; #endif #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); - float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; + float4 staticSwitch29_g11799 = staticSwitch9_g11799; #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; #endif #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; + float4 staticSwitch33_g11799 = staticSwitch32_g11799; #endif #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); - float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; + float4 staticSwitch36_g11799 = staticSwitch33_g11799; #endif #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); - float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); - float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; + float4 staticSwitch30_g11799 = staticSwitch36_g11799; #endif #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; + float4 staticSwitch20_g11799 = staticSwitch30_g11799; #endif #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); - float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; + float4 staticSwitch17_g11799 = staticSwitch20_g11799; #endif - float temp_output_39_0_g11773 = shaderTime237; + float temp_output_39_0_g11799 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); - float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; + float4 staticSwitch19_g11799 = staticSwitch17_g11799; #endif #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord5.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); #else - float staticSwitch33_g11795 = _AddHueFade; + float staticSwitch33_g11821 = _AddHueFade; #endif - float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; + float4 staticSwitch23_g11799 = staticSwitch19_g11799; #endif #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord5.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; #endif - float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; + float4 staticSwitch28_g11799 = staticSwitch23_g11799; #endif #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; - float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; + float4 staticSwitch38_g11799 = staticSwitch28_g11799; #endif #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; #endif - float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else - float2 staticSwitch169_g11782 = float2( 0,0 ); + float2 staticSwitch169_g11808 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); - float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); - float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; + float4 staticSwitch12_g11799 = staticSwitch38_g11799; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; #endif - float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; + float staticSwitch203_g11836 = 1.0; #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; + float staticSwitch203_g11836 = temp_output_182_0_g11836; #endif - float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); - float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else - float2 staticSwitch157_g11810 = float2( 0,0 ); + float2 staticSwitch157_g11836 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); - float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); #else - float staticSwitch200_g11810 = lerpResult168_g11810; + float staticSwitch200_g11836 = lerpResult168_g11836; #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; + float4 staticSwitch13_g11799 = staticSwitch12_g11799; #endif #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; #endif - float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; + float staticSwitch203_g11813 = 1.0; #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; + float staticSwitch203_g11813 = temp_output_182_0_g11813; #endif - float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); - float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); #else - float staticSwitch200_g11787 = lerpResult168_g11787; + float staticSwitch200_g11813 = lerpResult168_g11813; #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; + float4 staticSwitch48_g11799 = staticSwitch13_g11799; #endif #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; + float4 staticSwitch46_g11799 = staticSwitch48_g11799; #endif - float4 temp_output_361_0 = staticSwitch46_g11773; + float4 temp_output_361_0 = staticSwitch46_g11799; #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); - float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; #else float4 staticSwitch57 = staticSwitch56; #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; #endif - float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); - float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); - float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); - float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; #endif #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); - float2 uv_MetalMask = input.ase_texcoord5.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); #else - float staticSwitch60_g11845 = _MetalFade; + float staticSwitch60_g11872 = _MetalFade; #endif - float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; + float4 staticSwitch28_g11849 = staticSwitch26_g11849; #endif #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; + float4 staticSwitch29_g11849 = staticSwitch28_g11849; #endif #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); - float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); - float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); - float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); - float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; + float4 staticSwitch32_g11849 = staticSwitch29_g11849; #endif #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); - float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); - float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; + float4 staticSwitch34_g11849 = staticSwitch32_g11849; #endif #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; - float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); - float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = input.ase_texcoord5.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); #else - float staticSwitch98_g11823 = _ShineFade; + float staticSwitch98_g11850 = _ShineFade; #endif - float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; + float4 staticSwitch36_g11849 = staticSwitch34_g11849; #endif #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); - float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; + float4 staticSwitch39_g11849 = staticSwitch36_g11849; #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); - float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); - float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); - float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); - float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); - float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; + float3 staticSwitch50_g11889 = lerpResult42_g11889; #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; + float3 staticSwitch47_g11889 = lerpResult44_g11889; #else - float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); - float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; #else - float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); #endif - float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; + float2 staticSwitch73_g11901 = _TextureLayer1Offset; #endif - float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11875 = float2( 0,1 ); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; #endif - float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); - float4 break2_g11876 = temp_output_5_0_g11874; + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; #endif - float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; + float2 staticSwitch73_g11897 = _TextureLayer2Offset; #endif - float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11871 = float2( 0,1 ); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; #endif - float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); - float4 break2_g11872 = temp_output_5_0_g11870; + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; #endif - float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; #endif - float4 temp_output_473_0 = staticSwitch15_g11870; + float4 temp_output_473_0 = staticSwitch15_g11897; #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; + float4 break4_g11905 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11878; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; + float4 break4_g11906 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); - float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11879; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; #else float4 staticSwitch75 = staticSwitch77; #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); #endif - float2 temp_output_18_0_g11880 = shaderPosition235; + float2 temp_output_18_0_g11907 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); - float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); - float4 staticSwitch3_g11880 = appendResult3_g11881; + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); - float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); - float4 staticSwitch5_g11880 = appendResult3_g11889; + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; + float4 staticSwitch5_g11907 = staticSwitch3_g11907; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); - float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); - float4 staticSwitch8_g11880 = appendResult3_g11891; + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; + float4 staticSwitch8_g11907 = staticSwitch5_g11907; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); - float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); - float4 staticSwitch9_g11880 = appendResult3_g11887; + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; + float4 staticSwitch9_g11907 = staticSwitch8_g11907; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); - float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); - float4 staticSwitch11_g11880 = appendResult3_g11883; + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; + float4 staticSwitch11_g11907 = staticSwitch9_g11907; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); - float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); - float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); - float4 staticSwitch15_g11880 = appendResult3_g11885; + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; + float4 staticSwitch15_g11907 = staticSwitch11_g11907; #endif #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); - float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); - float4 staticSwitch13_g11880 = appendResult3_g11893; + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; + float4 staticSwitch13_g11907 = staticSwitch15_g11907; #endif #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord5.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; + float3 staticSwitch17_g11923 = staticSwitch16_g11923; #endif - float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; + float4 staticSwitch5_g11922 = staticSwitch13_g11907; #endif #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; + float4 staticSwitch11_g11922 = staticSwitch5_g11922; #endif #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord5.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; #endif - float4 break2_g11902 = temp_output_1_0_g11900; + float4 break2_g11929 = temp_output_1_0_g11927; #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; + float3 staticSwitch22_g11927 = staticSwitch21_g11927; #endif - float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; + float4 staticSwitch7_g11922 = staticSwitch11_g11922; #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); - float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); - float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); - float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; #else - float staticSwitch8_g11764 = input.ase_color.a; + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; #endif #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; + float staticSwitch9_g11777 = 1.0; #else - float staticSwitch9_g11764 = staticSwitch8_g11764; + float staticSwitch9_g11777 = staticSwitch8_g11777; #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else - float4 staticSwitch342 = appendResult8_g11907; + float4 staticSwitch342 = appendResult8_g11934; #endif float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) @@ -21089,62 +17879,27 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float4 staticSwitch143 = staticSwitch342; #endif - float4 temp_output_7_0_g11914 = staticSwitch143; + float4 temp_output_7_0_g11941 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + float4 temp_output_340_0 = staticSwitch6_g11941; - float3 Normal = unpack3_g11915; + float3 BaseColor = temp_output_340_0.rgb; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; + half4 color = half4(BaseColor, Alpha ); + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); #endif - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); - #endif - - #if defined(LOD_FADE_CROSSFADE) - LODFadeCrossFade( input.positionCS ); - #endif - - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; - #endif - - #if defined(_GBUFFER_NORMALS_OCT) - float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); - float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); - half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); - outNormalWS = half4(packedNormalWS, 0.0); - #else - #if defined(_NORMALMAP) - #if _NORMAL_DROPOFF_TS - float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); - float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); - float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); - #elif _NORMAL_DROPOFF_OS - float3 normalWS = TransformObjectToWorldNormal(Normal); - #elif _NORMAL_DROPOFF_WS - float3 normalWS = Normal; - #endif - #else - float3 normalWS = WorldNormal; - #endif - outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); - #endif - - #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); - #endif + return color; } ENDHLSL } @@ -21153,60 +17908,45 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" Pass { - Name "GBuffer" - Tags { "LightMode"="UniversalGBuffer" } + Name "DepthNormals" + Tags { "LightMode"="DepthNormals" } - Blend One Zero, One Zero ZWrite On + Blend One Zero ZTest LEqual - Offset 0 , 0 - ColorMask RGBA - + ZWrite On HLSLPROGRAM - #pragma multi_compile_fragment _ALPHATEST_ON + #define ASE_GEOMETRY + #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing - #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile_fog #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _EMISSION #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN - #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING - #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION - #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH - #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 - #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT - #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED - - #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING - #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE - #pragma multi_compile _ SHADOWS_SHADOWMASK - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ USE_LEGACY_LIGHTMAPS - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma vertex vert #pragma fragment frag - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif #endif - #define SHADERPASS SHADERPASS_GBUFFER + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + //#define SHADERPASS SHADERPASS_DEPTHNORMALS #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" @@ -21215,29 +17955,28 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif - #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON @@ -21255,6 +17994,25 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON @@ -21268,8 +18026,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON @@ -21281,8 +18037,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON @@ -21308,21 +18062,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON @@ -21351,8 +18090,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON - #pragma shader_feature _METALLICMAPTOGGLE_ON #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) @@ -21366,11 +18103,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + half4 texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -21378,25 +18113,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float4 lightmapUVOrVertexSH : TEXCOORD1; - #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) - half4 fogFactorAndVertexLight : TEXCOORD2; - #endif - float4 tSpace0 : TEXCOORD3; - float4 tSpace1 : TEXCOORD4; - float4 tSpace2 : TEXCOORD5; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - float4 shadowCoord : TEXCOORD6; - #endif - #if defined(DYNAMICLIGHTMAP_ON) - float2 dynamicLightmapUV : TEXCOORD7; - #endif - #if defined(USE_APV_PROBE_OCCLUSION) - float4 probeOcclusion : TEXCOORD8; - #endif - float4 ase_texcoord9 : TEXCOORD9; - float4 ase_texcoord10 : TEXCOORD10; + float3 positionWS : TEXCOORD0; + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -21406,9 +18127,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif @@ -21426,15 +18144,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; @@ -21445,6 +18161,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif + float4 _EmissionTint; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif @@ -21454,20 +18171,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; #endif #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; + float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; @@ -21477,18 +18191,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPRedTint; #endif @@ -21497,15 +18213,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; + float4 _ColorReplaceToColor; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPGreenTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; @@ -21514,77 +18231,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 _TextureLayer1Color; #endif float4 _MainTex_TexelSize; - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif - #ifdef _EMISSIONTOGGLE_ON - float4 _EmissionTint; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; + float4 _FrozenTint; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - float2 _MetalNoiseDistortionScale; + float2 _MetalNoiseSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; float2 _FrozenHighlightDistortion; float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; @@ -21599,14 +18310,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseScale; + float2 _MetalNoiseDistortion; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; @@ -21627,23 +18338,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; + float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; @@ -21652,7 +18366,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEPOISON_ON @@ -21666,36 +18379,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineTextureSpeed; + float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif + float2 _FadingNoiseScale; #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; + float2 _SqueezeCenter; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; float2 _UVDistortTo; float2 _UVDistortFrom; #endif @@ -21705,123 +18412,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskSpeed; float2 _GlitchDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + float2 _FullDistortionDistortion; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortion; #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; + float2 _WorldTilingOffset; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - float _DirectionalAlphaFadeNoiseFactor; + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2Scale; #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + float2 _UVScaleScale; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; #endif - float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; + float _NormalIntensity; + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEBURN_ON - float _BurnFade; + float _BurnEdgeNoiseFactor; #endif - float _Metallic; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; + float _StrongTintContrast; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; @@ -21829,57 +18534,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEFROZEN_ON + float _FrozenFade; float _FrozenHighlightContrast; #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - float _AlphaTintFade; - #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; - float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif int _TextureLayer1StartFrame; #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; @@ -21899,11 +18608,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif + int _TextureLayer2Rows; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; - #endif - int _TextureLayer2Rows; - #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; @@ -21924,10 +18634,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; @@ -21946,6 +18660,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; @@ -21956,15 +18671,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESHINE_ON float _ShineContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON float _ShineRotation; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; @@ -21974,15 +18684,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEPOISON_ON float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; @@ -22141,9 +18847,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; - float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; @@ -22152,20 +18860,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _PingPongGlowFade; float _PingPongGlowFrequency; #endif - float _Smoothness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; + float _OuterOutlineFade; #endif #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON @@ -22175,9 +18884,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; + float _SineGlowFade; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; @@ -22210,15 +18920,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; float _SineGlowContrast; #endif + #ifdef _ENABLESMOKE_ON + float _SmokeAlpha; + #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; - float _AddHueContrast; + float _AddHueBrightness; #endif #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; @@ -22231,8 +18942,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLEFLAME_ON float _FlameSmooth; - float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif @@ -22244,20 +18959,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif - #ifdef _ENABLEHUE_ON - float _Hue; + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; #endif #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif @@ -22269,17 +18983,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; - #endif float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; #endif + float _BlackTintFade; + float _BlackTintPower; + #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; + #endif float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; - float _Brightness; + float _Hue; + float _AddHueContrast; float _AlphaClip; #ifdef ASE_TRANSMISSION float _TransmissionShadow; @@ -22319,6 +19034,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; + sampler2D _NormalMap; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; @@ -22370,17 +19086,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif - sampler2D _NormalMap; - #ifdef _EMISSIONTOGGLE_ON - sampler2D _EmissionMap; - #endif - #ifdef _METALLICMAPTOGGLE_ON - sampler2D _MetallicMap; - #endif - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" - float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; @@ -22400,7 +19107,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return mul( finalMatrix, original ) + center; } - float MyCustomExpression16_g11724( float linValue ) + float MyCustomExpression16_g11765( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22410,7 +19117,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11726( float linValue ) + float MyCustomExpression16_g11767( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22498,7 +19205,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11682( float linValue ) + float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22508,7 +19215,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11683( float linValue ) + float MyCustomExpression16_g11774( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22518,7 +19225,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11729( float linValue ) + float MyCustomExpression16_g11776( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22538,7 +19245,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11740( float linValue ) + float MyCustomExpression16_g11796( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22563,7 +19270,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } - float MyCustomExpression16_g11766( float linValue ) + float MyCustomExpression16_g11779( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22573,7 +19280,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11768( float linValue ) + float MyCustomExpression16_g11781( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22583,7 +19290,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11772( float linValue ) + float MyCustomExpression16_g11785( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22602,7 +19309,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } - float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); @@ -22615,7 +19322,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } - float MyCustomExpression16_g11800( float linValue ) + float MyCustomExpression16_g11826( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22625,7 +19332,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11784( float linValue ) + float MyCustomExpression16_g11810( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22635,7 +19342,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11811( float linValue ) + float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22645,215 +19352,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888( float linValue ) + float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22873,7 +19372,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11886( float linValue ) + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -22935,65 +19642,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif - float2 temp_output_2_0_g11910 = staticSwitch198; + float2 temp_output_2_0_g11937 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; #endif #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); - float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; + float2 staticSwitch6_g11937 = staticSwitch4_g11937; #endif #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; + float2 staticSwitch10_g11937 = staticSwitch6_g11937; #endif - float2 temp_output_424_0 = staticSwitch10_g11910; + float2 temp_output_424_0 = staticSwitch10_g11937; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; @@ -23001,49 +19708,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -23063,12 +19770,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch142 = temp_output_424_0; #endif - output.ase_texcoord9.xy = input.texcoord.xy; - output.ase_texcoord10 = input.positionOS; + output.ase_texcoord3.xy = input.texcoord.xy; + output.ase_texcoord4 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord9.zw = 0; + output.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else @@ -23089,42 +19796,15 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); - output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x); - output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y); - output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z); - - #if defined(LIGHTMAP_ON) - OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); - #endif - - #if defined(DYNAMICLIGHTMAP_ON) - output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; - #endif - - OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); - - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) - output.lightmapUVOrVertexSH.zw = input.texcoord.xy; - output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; - #endif - - #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) - output.fogFactorAndVertexLight = 0; - #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) - // @diogo: no fog applied in GBuffer - #endif - #ifdef _ADDITIONAL_LIGHTS_VERTEX - half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); - output.fogFactorAndVertexLight.yzw = vertexLight; - #endif - #endif - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - output.shadowCoord = GetShadowCoord( vertexInput ); - #endif - output.positionCS = vertexInput.positionCS; - output.clipPosV = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalInput.normalWS; + output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + output.tangentWS.zw = input.texcoord.xy; + output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif return output; } @@ -23132,11 +19812,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -23157,8 +19835,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; - output.texcoord1 = input.texcoord1; - output.texcoord2 = input.texcoord2; output.ase_color = input.ase_color; return output; } @@ -23200,8 +19876,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; - output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; - output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; @@ -23220,60 +19894,55 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" } #endif - FragmentOutput frag ( PackedVaryings input - #ifdef ASE_DEPTH_WRITE_ON - ,out float outputDepth : ASE_SV_DEPTH - #endif - ) + void frag( PackedVaryings input + , out half4 outNormalWS : SV_Target0 + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out uint outRenderingLayers : SV_Target1 + #endif + ) { UNITY_SETUP_INSTANCE_ID(input); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - #if defined(LOD_FADE_CROSSFADE) - LODFadeCrossFade( input.positionCS ); - #endif - - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) - float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; - float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); - float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); - float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else - float3 WorldNormal = normalize( input.tSpace0.xyz ); - float3 WorldTangent = input.tSpace1.xyz; - float3 WorldBiTangent = input.tSpace2.xyz; + float4 shadowCoord = float4(0, 0, 0, 0); #endif - float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w); - float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); - float4 ShadowCoords = float4( 0, 0, 0, 0 ); - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + // @diogo: mikktspace compliant + float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); - float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + float3 TangentWS = input.tangentWS.xyz * renormFactor; + float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; + float3 NormalWS = input.normalWS * renormFactor; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); - #else - ShadowCoords = float4(0, 0, 0, 0); + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); #endif - WorldViewDirection = SafeNormalize( WorldViewDirection ); - - float2 texCoord363 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif @@ -23332,31 +20001,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #endif #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; + float shaderTime237 = staticSwitch42_g11769; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); @@ -23385,37 +20054,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif - float2 texCoord435 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy; + float2 staticSwitch1_g11770 = (input.ase_texcoord4.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; + float2 staticSwitch1_g11770 = (PositionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; + float2 shaderPosition235 = staticSwitch1_g11770; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; @@ -23442,132 +20111,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); - float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); - float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; #else - float staticSwitch29_g11737 = _UVDistortFade; + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); #endif - float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; #endif #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; + float2 staticSwitch7_g11786 = staticSwitch5_g11786; #endif #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; + float2 staticSwitch9_g11786 = staticSwitch7_g11786; #endif #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; + float2 staticSwitch16_g11786 = staticSwitch9_g11786; #endif #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; + float2 staticSwitch14_g11786 = staticSwitch16_g11786; #endif #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11730 = clampResult46_g11732; + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; + float2 staticSwitch4_g11786 = staticSwitch14_g11786; #endif #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; + float2 staticSwitch24_g11786 = staticSwitch4_g11786; #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; + float staticSwitch18_g11797 = temp_output_7_0_g11797; #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); - float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -23592,19 +20273,3537 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2( 0,0 ); - float2 break10_g11742 = float2( 1,1 ); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); - float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_11_0_g11942 = finalUV146; + float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity ); + unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) ); + + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; + #else + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; + #else + float4 staticSwitch3_g11777 = staticSwitch2_g11777; + #endif + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; + #else + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); + #else + float4 staticSwitch6_g11782 = staticSwitch2_g11782; + #endif + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch81_g11831 = appendResult91_g11831; + #endif + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; + #else + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; + #endif + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; + else + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; + #else + float4 staticSwitch9_g11799 = staticSwitch43_g11799; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; + #else + float4 staticSwitch29_g11799 = staticSwitch9_g11799; + #endif + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; + #else + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; + #endif + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; + #else + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; + #else + float4 staticSwitch33_g11799 = staticSwitch32_g11799; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; + #else + float4 staticSwitch36_g11799 = staticSwitch33_g11799; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; + #else + float4 staticSwitch30_g11799 = staticSwitch36_g11799; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; + #else + float4 staticSwitch20_g11799 = staticSwitch30_g11799; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; + #else + float4 staticSwitch17_g11799 = staticSwitch20_g11799; + #endif + float temp_output_39_0_g11799 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; + #else + float4 staticSwitch19_g11799 = staticSwitch17_g11799; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); + #else + float staticSwitch33_g11821 = _AddHueFade; + #endif + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; + #else + float4 staticSwitch23_g11799 = staticSwitch19_g11799; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); + #else + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; + #endif + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; + #else + float4 staticSwitch28_g11799 = staticSwitch23_g11799; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; + #else + float4 staticSwitch38_g11799 = staticSwitch28_g11799; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); + #else + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; + #endif + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11808 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); + #else + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; + #endif + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; + #else + float4 staticSwitch12_g11799 = staticSwitch38_g11799; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); + #else + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; + #endif + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11836 = 1.0; + #else + float staticSwitch203_g11836 = temp_output_182_0_g11836; + #endif + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11836 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); + #else + float staticSwitch200_g11836 = lerpResult168_g11836; + #endif + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; + #else + float4 staticSwitch13_g11799 = staticSwitch12_g11799; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); + #else + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; + #endif + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11813 = 1.0; + #else + float staticSwitch203_g11813 = temp_output_182_0_g11813; + #endif + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); + #else + float staticSwitch200_g11813 = lerpResult168_g11813; + #endif + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; + #else + float4 staticSwitch48_g11799 = staticSwitch13_g11799; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; + #else + float4 staticSwitch46_g11799 = staticSwitch48_g11799; + #endif + float4 temp_output_361_0 = staticSwitch46_g11799; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); + #else + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; + #endif + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; + #else + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); + #else + float staticSwitch60_g11872 = _MetalFade; + #endif + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; + #else + float4 staticSwitch28_g11849 = staticSwitch26_g11849; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; + #else + float4 staticSwitch29_g11849 = staticSwitch28_g11849; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; + #else + float4 staticSwitch32_g11849 = staticSwitch29_g11849; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; + #else + float4 staticSwitch34_g11849 = staticSwitch32_g11849; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); + #else + float staticSwitch98_g11850 = _ShineFade; + #endif + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; + #else + float4 staticSwitch36_g11849 = staticSwitch34_g11849; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; + #else + float4 staticSwitch39_g11849 = staticSwitch36_g11849; + #endif + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; + #else + float3 staticSwitch50_g11889 = lerpResult42_g11889; + #endif + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11889 = lerpResult44_g11889; + #else + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); + #endif + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; + #else + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; + #endif + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; + #else + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; + #else + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; + #endif + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); + #else + float2 staticSwitch73_g11901 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; + #else + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; + #endif + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); + #else + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; + #endif + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; + #else + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; + #endif + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); + #else + float2 staticSwitch73_g11897 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; + #else + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; + #endif + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); + #else + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; + #endif + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; + #else + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; + #endif + float4 temp_output_473_0 = staticSwitch15_g11897; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11905 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11906 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11907 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; + #else + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; + #else + float4 staticSwitch5_g11907 = staticSwitch3_g11907; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; + #else + float4 staticSwitch8_g11907 = staticSwitch5_g11907; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; + #else + float4 staticSwitch9_g11907 = staticSwitch8_g11907; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; + #else + float4 staticSwitch11_g11907 = staticSwitch9_g11907; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; + #else + float4 staticSwitch15_g11907 = staticSwitch11_g11907; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; + #else + float4 staticSwitch13_g11907 = staticSwitch15_g11907; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); + #else + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; + #endif + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11923 = staticSwitch16_g11923; + #endif + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; + #else + float4 staticSwitch5_g11922 = staticSwitch13_g11907; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; + #else + float4 staticSwitch11_g11922 = staticSwitch5_g11922; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); + #else + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; + #endif + float4 break2_g11929 = temp_output_1_0_g11927; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); + #else + float3 staticSwitch22_g11927 = staticSwitch21_g11927; + #endif + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; + #else + float4 staticSwitch7_g11922 = staticSwitch11_g11922; + #endif + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; + #ifdef _ENABLESHADOW_ON + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; + #else + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); + #endif + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; + #else + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11777 = 1.0; + #else + float staticSwitch9_g11777 = staticSwitch8_g11777; + #endif + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11934; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11941 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; + #else + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; + #endif + float4 temp_output_340_0 = staticSwitch6_g11941; + + + float3 Normal = unpack3_g11942; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #if defined(_GBUFFER_NORMALS_OCT) + float2 octNormalWS = PackNormalOctQuadEncode(NormalWS); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + #if defined(_NORMALMAP) + #if _NORMAL_DROPOFF_TS + float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS)); + #elif _NORMAL_DROPOFF_OS + float3 normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + float3 normalWS = Normal; + #endif + #else + float3 normalWS = NormalWS; + #endif + outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + } + ENDHLSL + } + + + Pass + { + + Name "GBuffer" + Tags { "LightMode"="UniversalGBuffer" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 + + + // Deferred Rendering Path does not support the OpenGL-based graphics API: + // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0. + #pragma exclude_renderers glcore gles3 + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + + #pragma vertex vert + #pragma fragment frag + + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif + #endif + + #define SHADERPASS SHADERPASS_GBUFFER + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + float4 lightmapUVOrVertexSH : TEXCOORD3; + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + half4 fogFactorAndVertexLight : TEXCOORD4; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD5; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + float4 probeOcclusion : TEXCOORD6; + #endif + float4 ase_texcoord7 : TEXCOORD7; + float4 ase_texcoord8 : TEXCOORD8; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPBlueTint; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + float4 _FrozenTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightDistortion; + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + float2 _FlameSpeed; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + float2 _TextureLayer1Offset; + float2 _TextureLayer1ScrollSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseScale; + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + float2 _SqueezeCenter; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskSpeed; + float2 _GlitchDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortion; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + float2 _UVScaleScale; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + #endif + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + int _TextureLayer2Rows; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + float _ShiftingBrightness; + float _ShiftingSaturation; + float _ShiftingContrast; + #endif + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + float _TextureLayer1Fade; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + float _RainbowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + float _SineGlowFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowContrast; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeAlpha; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueBrightness; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameSmooth; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + float _InkSpreadContrast; + #endif + float _BlackTintFade; + float _BlackTintPower; + #ifdef _ENABLESPLITTONING_ON + float _SplitToningFade; + #endif + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Hue; + float _AddHueContrast; + float _AlphaClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + sampler2D _NormalMap; + #ifdef _METALLICMAPTOGGLE_ON + sampler2D _MetallicMap; + #endif + #ifdef _EMISSIONTOGGLE_ON + sampler2D _EmissionMap; + #endif + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11767( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11776( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11796( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11779( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11781( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11937 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); + #else + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); + #else + float2 staticSwitch6_g11937 = staticSwitch4_g11937; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11937 = staticSwitch6_g11937; + #endif + float2 temp_output_424_0 = staticSwitch10_g11937; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord7.xy = input.texcoord.xy; + output.ase_texcoord8 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord7.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); + + OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); + #if defined(DYNAMICLIGHTMAP_ON) + output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); + + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + output.fogFactorAndVertexLight = 0; + #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) + // @diogo: no fog applied in GBuffer + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + output.fogFactorAndVertexLight.yzw = vertexLight; + #endif + #endif + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalInput.normalWS; + output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + output.tangentWS.zw = input.texcoord.xy; + output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = input.texcoord1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = input.texcoord2; + #endif + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + #endif + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + GBufferFragOutput frag ( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) + float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS ); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + // @diogo: mikktspace compliant + float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + float3 TangentWS = input.tangentWS.xyz * renormFactor; + float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; + float3 NormalWS = input.normalWS * renormFactor; + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif + + float2 texCoord363 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.ase_texcoord8.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.ase_texcoord8.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; + #else + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); + #endif + float2 uv_UVDistortMask = input.ase_texcoord7.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); + #else + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11786 = staticSwitch5_g11786; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; + #else + float2 staticSwitch9_g11786 = staticSwitch7_g11786; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; + #else + float2 staticSwitch16_g11786 = staticSwitch9_g11786; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); + #else + float2 staticSwitch14_g11786 = staticSwitch16_g11786; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; + #else + float2 staticSwitch4_g11786 = staticSwitch14_g11786; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11786 = staticSwitch4_g11786; + #endif + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); + #else + float staticSwitch18_g11797 = temp_output_7_0_g11797; + #endif + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); + #else + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; + #endif + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord7.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif @@ -23695,862 +23894,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); - float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); - float4 staticSwitch2_g11764 = appendResult31_g11765; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; #endif #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); - float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); - float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11764 = appendResult13_g11767; + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; + float4 staticSwitch3_g11777 = staticSwitch2_g11777; #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); - float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); - float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; #endif #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); - float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); - float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); - float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; + float4 staticSwitch6_g11782 = staticSwitch2_g11782; #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch81_g11805 = appendResult91_g11805; + float4 staticSwitch81_g11831 = appendResult91_g11831; #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); - float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); - float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; #endif - float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); - float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.8333333 ) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.6666667 ) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.3333333 ) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.1666667 ) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.5 ) - ifLocalVar35_g11803 = ifLocalVar44_g11803; + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); - float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; + float4 staticSwitch9_g11799 = staticSwitch43_g11799; #endif #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); - float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; + float4 staticSwitch29_g11799 = staticSwitch9_g11799; #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; #endif #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; + float4 staticSwitch33_g11799 = staticSwitch32_g11799; #endif #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); - float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; + float4 staticSwitch36_g11799 = staticSwitch33_g11799; #endif #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); - float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); - float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; + float4 staticSwitch30_g11799 = staticSwitch36_g11799; #endif #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; + float4 staticSwitch20_g11799 = staticSwitch30_g11799; #endif #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); - float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; + float4 staticSwitch17_g11799 = staticSwitch20_g11799; #endif - float temp_output_39_0_g11773 = shaderTime237; + float temp_output_39_0_g11799 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); - float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; + float4 staticSwitch19_g11799 = staticSwitch17_g11799; #endif #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord7.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); #else - float staticSwitch33_g11795 = _AddHueFade; + float staticSwitch33_g11821 = _AddHueFade; #endif - float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; + float4 staticSwitch23_g11799 = staticSwitch19_g11799; #endif #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord7.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; #endif - float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; + float4 staticSwitch28_g11799 = staticSwitch23_g11799; #endif #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; - float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; + float4 staticSwitch38_g11799 = staticSwitch28_g11799; #endif #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; #endif - float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else - float2 staticSwitch169_g11782 = float2( 0,0 ); + float2 staticSwitch169_g11808 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); - float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); - float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; + float4 staticSwitch12_g11799 = staticSwitch38_g11799; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; #endif - float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; + float staticSwitch203_g11836 = 1.0; #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; + float staticSwitch203_g11836 = temp_output_182_0_g11836; #endif - float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); - float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else - float2 staticSwitch157_g11810 = float2( 0,0 ); + float2 staticSwitch157_g11836 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); - float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); #else - float staticSwitch200_g11810 = lerpResult168_g11810; + float staticSwitch200_g11836 = lerpResult168_g11836; #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; + float4 staticSwitch13_g11799 = staticSwitch12_g11799; #endif #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; #endif - float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; + float staticSwitch203_g11813 = 1.0; #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; + float staticSwitch203_g11813 = temp_output_182_0_g11813; #endif - float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); - float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); #else - float staticSwitch200_g11787 = lerpResult168_g11787; + float staticSwitch200_g11813 = lerpResult168_g11813; #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; + float4 staticSwitch48_g11799 = staticSwitch13_g11799; #endif #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; + float4 staticSwitch46_g11799 = staticSwitch48_g11799; #endif - float4 temp_output_361_0 = staticSwitch46_g11773; + float4 temp_output_361_0 = staticSwitch46_g11799; #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); - float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; #else float4 staticSwitch57 = staticSwitch56; #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; #endif - float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); - float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); - float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); - float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; #endif #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); - float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord7.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); #else - float staticSwitch60_g11845 = _MetalFade; + float staticSwitch60_g11872 = _MetalFade; #endif - float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; + float4 staticSwitch28_g11849 = staticSwitch26_g11849; #endif #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; + float4 staticSwitch29_g11849 = staticSwitch28_g11849; #endif #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); - float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); - float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); - float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); - float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; + float4 staticSwitch32_g11849 = staticSwitch29_g11849; #endif #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); - float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); - float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; + float4 staticSwitch34_g11849 = staticSwitch32_g11849; #endif #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; - float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); - float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord7.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); #else - float staticSwitch98_g11823 = _ShineFade; + float staticSwitch98_g11850 = _ShineFade; #endif - float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; + float4 staticSwitch36_g11849 = staticSwitch34_g11849; #endif #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); - float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; + float4 staticSwitch39_g11849 = staticSwitch36_g11849; #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); - float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); - float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); - float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); - float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); - float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; + float3 staticSwitch50_g11889 = lerpResult42_g11889; #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; + float3 staticSwitch47_g11889 = lerpResult44_g11889; #else - float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); - float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; #else - float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); #endif - float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; + float2 staticSwitch73_g11901 = _TextureLayer1Offset; #endif - float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11875 = float2( 0,1 ); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; #endif - float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); - float4 break2_g11876 = temp_output_5_0_g11874; + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; #endif - float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; + float2 staticSwitch73_g11897 = _TextureLayer2Offset; #endif - float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11871 = float2( 0,1 ); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; #endif - float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); - float4 break2_g11872 = temp_output_5_0_g11870; + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; #endif - float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; #endif - float4 temp_output_473_0 = staticSwitch15_g11870; + float4 temp_output_473_0 = staticSwitch15_g11897; #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; + float4 break4_g11905 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11878; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; + float4 break4_g11906 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); - float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11879; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; #else float4 staticSwitch75 = staticSwitch77; #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); #endif - float2 temp_output_18_0_g11880 = shaderPosition235; + float2 temp_output_18_0_g11907 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); - float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); - float4 staticSwitch3_g11880 = appendResult3_g11881; + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); - float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); - float4 staticSwitch5_g11880 = appendResult3_g11889; + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; + float4 staticSwitch5_g11907 = staticSwitch3_g11907; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); - float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); - float4 staticSwitch8_g11880 = appendResult3_g11891; + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; + float4 staticSwitch8_g11907 = staticSwitch5_g11907; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); - float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); - float4 staticSwitch9_g11880 = appendResult3_g11887; + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; + float4 staticSwitch9_g11907 = staticSwitch8_g11907; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); - float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); - float4 staticSwitch11_g11880 = appendResult3_g11883; + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; + float4 staticSwitch11_g11907 = staticSwitch9_g11907; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); - float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); - float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); - float4 staticSwitch15_g11880 = appendResult3_g11885; + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; + float4 staticSwitch15_g11907 = staticSwitch11_g11907; #endif #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); - float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); - float4 staticSwitch13_g11880 = appendResult3_g11893; + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; + float4 staticSwitch13_g11907 = staticSwitch15_g11907; #endif #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord7.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; + float3 staticSwitch17_g11923 = staticSwitch16_g11923; #endif - float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; + float4 staticSwitch5_g11922 = staticSwitch13_g11907; #endif #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; + float4 staticSwitch11_g11922 = staticSwitch5_g11922; #endif #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord7.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; #endif - float4 break2_g11902 = temp_output_1_0_g11900; + float4 break2_g11929 = temp_output_1_0_g11927; #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; + float3 staticSwitch22_g11927 = staticSwitch21_g11927; #endif - float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; + float4 staticSwitch7_g11922 = staticSwitch11_g11922; #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); - float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); - float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); - float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; #else - float staticSwitch8_g11764 = input.ase_color.a; + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; #endif #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; + float staticSwitch9_g11777 = 1.0; #else - float staticSwitch9_g11764 = staticSwitch8_g11764; + float staticSwitch9_g11777 = staticSwitch8_g11777; #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else - float4 staticSwitch342 = appendResult8_g11907; + float4 staticSwitch342 = appendResult8_g11934; #endif float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) @@ -24566,49 +24783,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float4 staticSwitch143 = staticSwitch342; #endif - float4 temp_output_7_0_g11914 = staticSwitch143; + float4 temp_output_7_0_g11941 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + float4 temp_output_340_0 = staticSwitch6_g11941; - float2 temp_output_11_0_g11915 = finalUV146; - float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); - unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); + float2 temp_output_11_0_g11942 = finalUV146; + float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity ); + unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) ); + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11942 = tex2D( _MetallicMap, temp_output_11_0_g11942 ); + float staticSwitch23_g11942 = ( tex2DNode7_g11942.r * _Metallic ); + #else + float staticSwitch23_g11942 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11942 = ( _Smoothness * tex2DNode7_g11942.r ); + #else + float staticSwitch22_g11942 = _Smoothness; + #endif #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); - float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); - float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); - float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 ); + float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b)); + float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a ); #else - float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); - #endif - - #ifdef _METALLICMAPTOGGLE_ON - float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); - float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); - #else - float staticSwitch23_g11915 = _Metallic; - #endif - - #ifdef _METALLICMAPTOGGLE_ON - float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); - #else - float staticSwitch22_g11915 = _Smoothness; + float3 staticSwitch13_g11942 = float3( 0, 0, 0 ); #endif float3 BaseColor = temp_output_340_0.rgb; - float3 Normal = unpack3_g11915; - float3 Emission = staticSwitch13_g11915; + float3 Normal = unpack3_g11942; float3 Specular = 0.5; - float Metallic = staticSwitch23_g11915; - float Smoothness = staticSwitch22_g11915; + float Metallic = staticSwitch23_g11942; + float Smoothness = staticSwitch22_g11942; float Occlusion = 1; + float3 Emission = staticSwitch13_g11942; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; float AlphaClipThresholdShadow = _AlphaClip; @@ -24618,33 +24835,38 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float3 Transmission = 1; float3 Translucency = 1; - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = ClipPos.z; #endif - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS) + ShadowCoord = TransformWorldToShadowCoord( PositionWS ); #endif InputData inputData = (InputData)0; - inputData.positionWS = WorldPosition; - inputData.positionCS = input.positionCS; - inputData.shadowCoord = ShadowCoords; + inputData.positionWS = PositionWS; + inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); + inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; + inputData.shadowCoord = ShadowCoord; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS - inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); + inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS )); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif #else - inputData.normalWS = WorldNormal; + inputData.normalWS = NormalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); - inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); + inputData.viewDirectionWS = SafeNormalize( ViewDirWS ); #ifdef ASE_FOG // @diogo: no fog applied in GBuffer @@ -24653,22 +24875,25 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #endif - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = input.lightmapUVOrVertexSH.xyz; #endif - #if defined(DYNAMICLIGHTMAP_ON) + #if defined(_SCREEN_SPACE_IRRADIANCE) + inputData.bakedGI = SAMPLE_GI(_ScreenSpaceIrradiance, input.positionCS.xy); + #elif defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) - inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), + inputData.bakedGI = SAMPLE_GI(SH, + GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy, input.probeOcclusion, - inputData.shadowMask ); + inputData.shadowMask); #else inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); @@ -24678,8 +24903,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" inputData.bakedGI = BakedGI; #endif - inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; - #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; @@ -24705,24 +24928,27 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif BRDFData brdfData; - InitializeBRDFData - (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); + InitializeBRDFData(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); half4 color; MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); - color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + + color.rgb = GlobalIllumination(brdfData, (BRDFData)0, 0, + inputData.bakedGI, Occlusion, inputData.positionWS, + inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); + color.a = Alpha; #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; #endif - return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); + return PackGBuffersBRDFData(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); } ENDHLSL @@ -24740,20 +24966,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" HLSLPROGRAM + #define ASE_GEOMETRY + #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _EMISSION #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 #pragma vertex vert #pragma fragment frag - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif #endif #define SCENESELECTIONPASS 1 @@ -24778,9 +25010,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON @@ -24896,10 +25132,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -24907,11 +25152,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct PackedVaryings { - float4 positionCS : SV_POSITION; - float4 ase_texcoord : TEXCOORD0; + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; - float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -24921,9 +25165,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif @@ -24941,15 +25182,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; @@ -24960,6 +25199,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif + float4 _EmissionTint; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif @@ -24969,20 +25209,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; #endif #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; + float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; @@ -24992,18 +25229,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPRedTint; #endif @@ -25012,15 +25251,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; + float4 _ColorReplaceToColor; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPGreenTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; @@ -25029,75 +25269,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 _TextureLayer1Color; #endif float4 _MainTex_TexelSize; - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif - float4 _EmissionTint; - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; + float4 _FrozenTint; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - float2 _MetalNoiseDistortionScale; + float2 _MetalNoiseSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; float2 _FrozenHighlightDistortion; float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; @@ -25112,14 +25348,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseScale; + float2 _MetalNoiseDistortion; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; @@ -25140,23 +25376,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; + float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; @@ -25165,7 +25404,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEPOISON_ON @@ -25179,36 +25417,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineTextureSpeed; + float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif + float2 _FadingNoiseScale; #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; + float2 _SqueezeCenter; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; float2 _UVDistortTo; float2 _UVDistortFrom; #endif @@ -25218,123 +25450,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskSpeed; float2 _GlitchDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + float2 _FullDistortionDistortion; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortion; #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; + float2 _WorldTilingOffset; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - float _DirectionalAlphaFadeNoiseFactor; + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2Scale; #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + float2 _UVScaleScale; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; #endif - float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; + float _NormalIntensity; + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEBURN_ON - float _BurnFade; + float _BurnEdgeNoiseFactor; #endif - float _Metallic; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; + float _StrongTintContrast; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; @@ -25342,57 +25572,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEFROZEN_ON + float _FrozenFade; float _FrozenHighlightContrast; #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - float _AlphaTintFade; - #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; - float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif int _TextureLayer1StartFrame; #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; @@ -25412,11 +25646,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif + int _TextureLayer2Rows; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; - #endif - int _TextureLayer2Rows; - #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; @@ -25437,10 +25672,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; @@ -25459,6 +25698,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; @@ -25469,15 +25709,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESHINE_ON float _ShineContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON float _ShineRotation; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; @@ -25487,15 +25722,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEPOISON_ON float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; @@ -25654,9 +25885,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; - float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; @@ -25665,20 +25898,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _PingPongGlowFade; float _PingPongGlowFrequency; #endif - float _Smoothness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; + float _OuterOutlineFade; #endif #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON @@ -25688,9 +25922,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; + float _SineGlowFade; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; @@ -25723,15 +25958,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; float _SineGlowContrast; #endif + #ifdef _ENABLESMOKE_ON + float _SmokeAlpha; + #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; - float _AddHueContrast; + float _AddHueBrightness; #endif #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; @@ -25744,8 +25980,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLEFLAME_ON float _FlameSmooth; - float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif @@ -25757,20 +25997,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif - #ifdef _ENABLEHUE_ON - float _Hue; + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; #endif #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif @@ -25782,17 +26021,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; - #endif float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; #endif + float _BlackTintFade; + float _BlackTintPower; + #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; + #endif float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; - float _Brightness; + float _Hue; + float _AddHueContrast; float _AlphaClip; #ifdef ASE_TRANSMISSION float _TransmissionShadow; @@ -25904,7 +26144,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return mul( finalMatrix, original ) + center; } - float MyCustomExpression16_g11724( float linValue ) + float MyCustomExpression16_g11765( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -25914,7 +26154,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11726( float linValue ) + float MyCustomExpression16_g11767( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26002,7 +26242,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11682( float linValue ) + float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26012,7 +26252,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11683( float linValue ) + float MyCustomExpression16_g11774( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26022,7 +26262,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11729( float linValue ) + float MyCustomExpression16_g11776( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26042,7 +26282,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11740( float linValue ) + float MyCustomExpression16_g11796( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26067,7 +26307,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } - float MyCustomExpression16_g11766( float linValue ) + float MyCustomExpression16_g11779( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26077,7 +26317,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11768( float linValue ) + float MyCustomExpression16_g11781( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26087,7 +26327,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11772( float linValue ) + float MyCustomExpression16_g11785( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26106,7 +26346,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } - float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); @@ -26119,7 +26359,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } - float MyCustomExpression16_g11800( float linValue ) + float MyCustomExpression16_g11826( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26129,7 +26369,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11784( float linValue ) + float MyCustomExpression16_g11810( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26139,7 +26379,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11811( float linValue ) + float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26149,215 +26389,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888( float linValue ) + float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26377,7 +26409,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11886( float linValue ) + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -26447,65 +26687,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif - float2 temp_output_2_0_g11910 = staticSwitch198; + float2 temp_output_2_0_g11937 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; #endif #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); - float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; + float2 staticSwitch6_g11937 = staticSwitch4_g11937; #endif #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; + float2 staticSwitch10_g11937 = staticSwitch6_g11937; #endif - float2 temp_output_424_0 = staticSwitch10_g11910; + float2 temp_output_424_0 = staticSwitch10_g11937; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; @@ -26513,49 +26753,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -26575,16 +26815,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch142 = temp_output_424_0; #endif - output.ase_texcoord1 = screenPos; - output.ase_texcoord2.xyz = ase_positionWS; - - output.ase_texcoord.xy = input.ase_texcoord.xy; - output.ase_texcoord3 = input.positionOS; + output.ase_texcoord1.xy = input.ase_texcoord.xy; + output.ase_texcoord2 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord.zw = 0; - output.ase_texcoord2.w = 0; + output.ase_texcoord1.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; @@ -26602,10 +26838,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" input.normalOS = input.normalOS; - float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); - - output.positionCS = TransformWorldToHClip(positionWS); + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; return output; } @@ -26613,7 +26849,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; @@ -26633,6 +26870,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; output.ase_texcoord = input.ase_texcoord; output.ase_color = input.ase_color; return output; @@ -26673,6 +26911,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) @@ -26692,24 +26931,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" } #endif - half4 frag(PackedVaryings input ) : SV_Target + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; - float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - float4 screenPos = input.ase_texcoord1; - float4 ase_positionSSNorm = screenPos / screenPos.w; + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + + float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif - float3 ase_positionWS = input.ase_texcoord2.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif @@ -26768,31 +27012,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #endif #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; + float shaderTime237 = staticSwitch42_g11769; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); @@ -26821,37 +27065,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif - float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy; + float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (PositionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; + float2 shaderPosition235 = staticSwitch1_g11770; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; @@ -26878,132 +27122,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); - float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); - float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; #else - float staticSwitch29_g11737 = _UVDistortFade; + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); #endif - float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; #endif #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; + float2 staticSwitch7_g11786 = staticSwitch5_g11786; #endif #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; + float2 staticSwitch9_g11786 = staticSwitch7_g11786; #endif #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; + float2 staticSwitch16_g11786 = staticSwitch9_g11786; #endif #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; + float2 staticSwitch14_g11786 = staticSwitch16_g11786; #endif #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11730 = clampResult46_g11732; + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; + float2 staticSwitch4_g11786 = staticSwitch14_g11786; #endif #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; + float2 staticSwitch24_g11786 = staticSwitch4_g11786; #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; + float staticSwitch18_g11797 = temp_output_7_0_g11797; #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); - float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -27028,19 +27284,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2( 0,0 ); - float2 break10_g11742 = float2( 1,1 ); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); - float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif @@ -27131,862 +27387,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); - float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); - float4 staticSwitch2_g11764 = appendResult31_g11765; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; #endif #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); - float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); - float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11764 = appendResult13_g11767; + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; + float4 staticSwitch3_g11777 = staticSwitch2_g11777; #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); - float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); - float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; #endif #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); - float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); - float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); - float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; + float4 staticSwitch6_g11782 = staticSwitch2_g11782; #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch81_g11805 = appendResult91_g11805; + float4 staticSwitch81_g11831 = appendResult91_g11831; #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); - float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); - float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; #endif - float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); - float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.8333333 ) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.6666667 ) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.3333333 ) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.1666667 ) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.5 ) - ifLocalVar35_g11803 = ifLocalVar44_g11803; + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); - float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; + float4 staticSwitch9_g11799 = staticSwitch43_g11799; #endif #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); - float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; + float4 staticSwitch29_g11799 = staticSwitch9_g11799; #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; #endif #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; + float4 staticSwitch33_g11799 = staticSwitch32_g11799; #endif #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); - float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; + float4 staticSwitch36_g11799 = staticSwitch33_g11799; #endif #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); - float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); - float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; + float4 staticSwitch30_g11799 = staticSwitch36_g11799; #endif #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; + float4 staticSwitch20_g11799 = staticSwitch30_g11799; #endif #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); - float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; + float4 staticSwitch17_g11799 = staticSwitch20_g11799; #endif - float temp_output_39_0_g11773 = shaderTime237; + float temp_output_39_0_g11799 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); - float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; + float4 staticSwitch19_g11799 = staticSwitch17_g11799; #endif #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); #else - float staticSwitch33_g11795 = _AddHueFade; + float staticSwitch33_g11821 = _AddHueFade; #endif - float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; + float4 staticSwitch23_g11799 = staticSwitch19_g11799; #endif #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; #endif - float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; + float4 staticSwitch28_g11799 = staticSwitch23_g11799; #endif #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; - float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; + float4 staticSwitch38_g11799 = staticSwitch28_g11799; #endif #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; #endif - float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else - float2 staticSwitch169_g11782 = float2( 0,0 ); + float2 staticSwitch169_g11808 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); - float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); - float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; + float4 staticSwitch12_g11799 = staticSwitch38_g11799; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; #endif - float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; + float staticSwitch203_g11836 = 1.0; #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; + float staticSwitch203_g11836 = temp_output_182_0_g11836; #endif - float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); - float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else - float2 staticSwitch157_g11810 = float2( 0,0 ); + float2 staticSwitch157_g11836 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); - float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); #else - float staticSwitch200_g11810 = lerpResult168_g11810; + float staticSwitch200_g11836 = lerpResult168_g11836; #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; + float4 staticSwitch13_g11799 = staticSwitch12_g11799; #endif #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; #endif - float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; + float staticSwitch203_g11813 = 1.0; #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; + float staticSwitch203_g11813 = temp_output_182_0_g11813; #endif - float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); - float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); #else - float staticSwitch200_g11787 = lerpResult168_g11787; + float staticSwitch200_g11813 = lerpResult168_g11813; #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; + float4 staticSwitch48_g11799 = staticSwitch13_g11799; #endif #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; + float4 staticSwitch46_g11799 = staticSwitch48_g11799; #endif - float4 temp_output_361_0 = staticSwitch46_g11773; + float4 temp_output_361_0 = staticSwitch46_g11799; #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); - float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; #else float4 staticSwitch57 = staticSwitch56; #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; #endif - float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); - float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); - float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); - float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; #endif #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); - float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); #else - float staticSwitch60_g11845 = _MetalFade; + float staticSwitch60_g11872 = _MetalFade; #endif - float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; + float4 staticSwitch28_g11849 = staticSwitch26_g11849; #endif #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; + float4 staticSwitch29_g11849 = staticSwitch28_g11849; #endif #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); - float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); - float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); - float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); - float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; + float4 staticSwitch32_g11849 = staticSwitch29_g11849; #endif #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); - float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); - float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; + float4 staticSwitch34_g11849 = staticSwitch32_g11849; #endif #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; - float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); - float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); #else - float staticSwitch98_g11823 = _ShineFade; + float staticSwitch98_g11850 = _ShineFade; #endif - float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; + float4 staticSwitch36_g11849 = staticSwitch34_g11849; #endif #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); - float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; + float4 staticSwitch39_g11849 = staticSwitch36_g11849; #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); - float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); - float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); - float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); - float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); - float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; + float3 staticSwitch50_g11889 = lerpResult42_g11889; #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; + float3 staticSwitch47_g11889 = lerpResult44_g11889; #else - float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); - float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; #else - float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); #endif - float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; + float2 staticSwitch73_g11901 = _TextureLayer1Offset; #endif - float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11875 = float2( 0,1 ); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; #endif - float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); - float4 break2_g11876 = temp_output_5_0_g11874; + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; #endif - float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; + float2 staticSwitch73_g11897 = _TextureLayer2Offset; #endif - float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11871 = float2( 0,1 ); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; #endif - float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); - float4 break2_g11872 = temp_output_5_0_g11870; + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; #endif - float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; #endif - float4 temp_output_473_0 = staticSwitch15_g11870; + float4 temp_output_473_0 = staticSwitch15_g11897; #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; + float4 break4_g11905 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11878; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; + float4 break4_g11906 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); - float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11879; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; #else float4 staticSwitch75 = staticSwitch77; #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); #endif - float2 temp_output_18_0_g11880 = shaderPosition235; + float2 temp_output_18_0_g11907 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); - float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); - float4 staticSwitch3_g11880 = appendResult3_g11881; + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); - float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); - float4 staticSwitch5_g11880 = appendResult3_g11889; + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; + float4 staticSwitch5_g11907 = staticSwitch3_g11907; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); - float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); - float4 staticSwitch8_g11880 = appendResult3_g11891; + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; + float4 staticSwitch8_g11907 = staticSwitch5_g11907; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); - float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); - float4 staticSwitch9_g11880 = appendResult3_g11887; + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; + float4 staticSwitch9_g11907 = staticSwitch8_g11907; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); - float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); - float4 staticSwitch11_g11880 = appendResult3_g11883; + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; + float4 staticSwitch11_g11907 = staticSwitch9_g11907; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); - float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); - float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); - float4 staticSwitch15_g11880 = appendResult3_g11885; + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; + float4 staticSwitch15_g11907 = staticSwitch11_g11907; #endif #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); - float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); - float4 staticSwitch13_g11880 = appendResult3_g11893; + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; + float4 staticSwitch13_g11907 = staticSwitch15_g11907; #endif #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; + float3 staticSwitch17_g11923 = staticSwitch16_g11923; #endif - float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; + float4 staticSwitch5_g11922 = staticSwitch13_g11907; #endif #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; + float4 staticSwitch11_g11922 = staticSwitch5_g11922; #endif #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; #endif - float4 break2_g11902 = temp_output_1_0_g11900; + float4 break2_g11929 = temp_output_1_0_g11927; #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; + float3 staticSwitch22_g11927 = staticSwitch21_g11927; #endif - float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; + float4 staticSwitch7_g11922 = staticSwitch11_g11922; #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); - float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); - float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); - float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; #else - float staticSwitch8_g11764 = input.ase_color.a; + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; #endif #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; + float staticSwitch9_g11777 = 1.0; #else - float staticSwitch9_g11764 = staticSwitch8_g11764; + float staticSwitch9_g11777 = staticSwitch8_g11777; #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else - float4 staticSwitch342 = appendResult8_g11907; + float4 staticSwitch342 = appendResult8_g11934; #endif float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) @@ -28002,36 +28276,32 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float4 staticSwitch143 = staticSwitch342; #endif - float4 temp_output_7_0_g11914 = staticSwitch143; + float4 temp_output_7_0_g11941 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + float4 temp_output_340_0 = staticSwitch6_g11941; surfaceDescription.Alpha = temp_output_340_0.a; surfaceDescription.AlphaClipThreshold = _AlphaClip; - #if _ALPHATEST_ON - float alphaClipThreshold = 0.01f; - #if ALPHA_CLIP_THRESHOLD - alphaClipThreshold = surfaceDescription.AlphaClipThreshold; - #endif - clip(surfaceDescription.Alpha - alphaClipThreshold); + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; #endif - half4 outColor = 0; - - #ifdef SCENESELECTIONPASS - outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); - #elif defined(SCENEPICKINGPASS) - outColor = _SelectionID; + #ifdef _ALPHATEST_ON + clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif - return outColor; + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return half4( _ObjectId, _PassValue, 1.0, 1.0 ); } ENDHLSL @@ -28048,20 +28318,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" HLSLPROGRAM + #define ASE_GEOMETRY + #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _EMISSION #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 #pragma vertex vert #pragma fragment frag - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif #endif #define SCENEPICKINGPASS 1 @@ -28086,9 +28362,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON @@ -28204,10 +28484,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -28215,11 +28504,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct PackedVaryings { - float4 positionCS : SV_POSITION; - float4 ase_texcoord : TEXCOORD0; + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; - float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -28229,9 +28517,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif @@ -28249,15 +28534,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; @@ -28268,6 +28551,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif + float4 _EmissionTint; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif @@ -28277,20 +28561,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; #endif #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; + float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; @@ -28300,18 +28581,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPRedTint; #endif @@ -28320,15 +28603,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; + float4 _ColorReplaceToColor; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPGreenTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; @@ -28337,75 +28621,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 _TextureLayer1Color; #endif float4 _MainTex_TexelSize; - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif - float4 _EmissionTint; - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; + float4 _FrozenTint; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - float2 _MetalNoiseDistortionScale; + float2 _MetalNoiseSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; float2 _FrozenHighlightDistortion; float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; @@ -28420,14 +28700,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseScale; + float2 _MetalNoiseDistortion; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; @@ -28448,23 +28728,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; + float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; @@ -28473,7 +28756,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEPOISON_ON @@ -28487,36 +28769,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineTextureSpeed; + float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif + float2 _FadingNoiseScale; #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; + float2 _SqueezeCenter; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; float2 _UVDistortTo; float2 _UVDistortFrom; #endif @@ -28526,123 +28802,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskSpeed; float2 _GlitchDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + float2 _FullDistortionDistortion; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortion; #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; + float2 _WorldTilingOffset; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - float _DirectionalAlphaFadeNoiseFactor; + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2Scale; #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + float2 _UVScaleScale; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; #endif - float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; + float _NormalIntensity; + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEBURN_ON - float _BurnFade; + float _BurnEdgeNoiseFactor; #endif - float _Metallic; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; + float _StrongTintContrast; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; @@ -28650,57 +28924,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEFROZEN_ON + float _FrozenFade; float _FrozenHighlightContrast; #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - float _AlphaTintFade; - #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; - float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif int _TextureLayer1StartFrame; #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; @@ -28720,11 +28998,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif + int _TextureLayer2Rows; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; - #endif - int _TextureLayer2Rows; - #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; @@ -28745,10 +29024,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; @@ -28767,6 +29050,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; @@ -28777,15 +29061,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESHINE_ON float _ShineContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON float _ShineRotation; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; @@ -28795,15 +29074,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEPOISON_ON float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; @@ -28962,9 +29237,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; - float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; @@ -28973,20 +29250,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _PingPongGlowFade; float _PingPongGlowFrequency; #endif - float _Smoothness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; + float _OuterOutlineFade; #endif #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON @@ -28996,9 +29274,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; + float _SineGlowFade; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; @@ -29031,15 +29310,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; float _SineGlowContrast; #endif + #ifdef _ENABLESMOKE_ON + float _SmokeAlpha; + #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; - float _AddHueContrast; + float _AddHueBrightness; #endif #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; @@ -29052,8 +29332,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLEFLAME_ON float _FlameSmooth; - float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif @@ -29065,20 +29349,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif - #ifdef _ENABLEHUE_ON - float _Hue; + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; #endif #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif @@ -29090,17 +29373,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; - #endif float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; #endif + float _BlackTintFade; + float _BlackTintPower; + #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; + #endif float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; - float _Brightness; + float _Hue; + float _AddHueContrast; float _AlphaClip; #ifdef ASE_TRANSMISSION float _TransmissionShadow; @@ -29212,7 +29496,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return mul( finalMatrix, original ) + center; } - float MyCustomExpression16_g11724( float linValue ) + float MyCustomExpression16_g11765( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29222,7 +29506,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11726( float linValue ) + float MyCustomExpression16_g11767( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29310,7 +29594,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11682( float linValue ) + float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29320,7 +29604,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11683( float linValue ) + float MyCustomExpression16_g11774( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29330,7 +29614,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11729( float linValue ) + float MyCustomExpression16_g11776( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29350,7 +29634,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11740( float linValue ) + float MyCustomExpression16_g11796( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29375,7 +29659,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } - float MyCustomExpression16_g11766( float linValue ) + float MyCustomExpression16_g11779( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29385,7 +29669,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11768( float linValue ) + float MyCustomExpression16_g11781( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29395,7 +29679,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11772( float linValue ) + float MyCustomExpression16_g11785( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29414,7 +29698,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } - float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); @@ -29427,7 +29711,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } - float MyCustomExpression16_g11800( float linValue ) + float MyCustomExpression16_g11826( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29437,7 +29721,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11784( float linValue ) + float MyCustomExpression16_g11810( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29447,7 +29731,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11811( float linValue ) + float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29457,215 +29741,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888( float linValue ) + float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29685,7 +29761,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11886( float linValue ) + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -29702,7 +29986,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float AlphaClipThreshold; }; - PackedVaryings VertexFunction(Attributes input ) + PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); @@ -29755,65 +30039,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif - float2 temp_output_2_0_g11910 = staticSwitch198; + float2 temp_output_2_0_g11937 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; #endif #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); - float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; + float2 staticSwitch6_g11937 = staticSwitch4_g11937; #endif #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; + float2 staticSwitch10_g11937 = staticSwitch6_g11937; #endif - float2 temp_output_424_0 = staticSwitch10_g11910; + float2 temp_output_424_0 = staticSwitch10_g11937; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; @@ -29821,49 +30105,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -29883,16 +30167,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch142 = temp_output_424_0; #endif - output.ase_texcoord1 = screenPos; - output.ase_texcoord2.xyz = ase_positionWS; - - output.ase_texcoord.xy = input.ase_texcoord.xy; - output.ase_texcoord3 = input.positionOS; + output.ase_texcoord1.xy = input.ase_texcoord.xy; + output.ase_texcoord2 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord.zw = 0; - output.ase_texcoord2.w = 0; + output.ase_texcoord1.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; @@ -29910,9 +30190,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" input.normalOS = input.normalOS; - float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); - output.positionCS = TransformWorldToHClip(positionWS); + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; return output; } @@ -29920,7 +30201,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; @@ -29940,6 +30222,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; output.ase_texcoord = input.ase_texcoord; output.ase_color = input.ase_color; return output; @@ -29980,6 +30263,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) @@ -29999,24 +30283,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" } #endif - half4 frag(PackedVaryings input ) : SV_Target + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; - float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); - float4 screenPos = input.ase_texcoord1; - float4 ase_positionSSNorm = screenPos / screenPos.w; + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + + float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif - float3 ase_positionWS = input.ase_texcoord2.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif @@ -30075,31 +30364,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #endif #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; + float shaderTime237 = staticSwitch42_g11769; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); @@ -30128,37 +30417,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif - float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy; + float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (PositionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; + float2 shaderPosition235 = staticSwitch1_g11770; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; @@ -30185,132 +30474,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); - float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); - float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; #else - float staticSwitch29_g11737 = _UVDistortFade; + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); #endif - float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; #endif #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; + float2 staticSwitch7_g11786 = staticSwitch5_g11786; #endif #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; + float2 staticSwitch9_g11786 = staticSwitch7_g11786; #endif #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; + float2 staticSwitch16_g11786 = staticSwitch9_g11786; #endif #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; + float2 staticSwitch14_g11786 = staticSwitch16_g11786; #endif #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11730 = clampResult46_g11732; + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; + float2 staticSwitch4_g11786 = staticSwitch14_g11786; #endif #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; + float2 staticSwitch24_g11786 = staticSwitch4_g11786; #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; + float staticSwitch18_g11797 = temp_output_7_0_g11797; #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); - float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -30335,19 +30636,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2( 0,0 ); - float2 break10_g11742 = float2( 1,1 ); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); - float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif @@ -30438,862 +30739,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); - float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); - float4 staticSwitch2_g11764 = appendResult31_g11765; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; #endif #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); - float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); - float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11764 = appendResult13_g11767; + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; + float4 staticSwitch3_g11777 = staticSwitch2_g11777; #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); - float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); - float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; #endif #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); - float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); - float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); - float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; + float4 staticSwitch6_g11782 = staticSwitch2_g11782; #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch81_g11805 = appendResult91_g11805; + float4 staticSwitch81_g11831 = appendResult91_g11831; #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); - float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); - float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; #endif - float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); - float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.8333333 ) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.6666667 ) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.3333333 ) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.1666667 ) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.5 ) - ifLocalVar35_g11803 = ifLocalVar44_g11803; + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); - float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; + float4 staticSwitch9_g11799 = staticSwitch43_g11799; #endif #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); - float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; + float4 staticSwitch29_g11799 = staticSwitch9_g11799; #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; #endif #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; + float4 staticSwitch33_g11799 = staticSwitch32_g11799; #endif #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); - float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; + float4 staticSwitch36_g11799 = staticSwitch33_g11799; #endif #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); - float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); - float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; + float4 staticSwitch30_g11799 = staticSwitch36_g11799; #endif #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; + float4 staticSwitch20_g11799 = staticSwitch30_g11799; #endif #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); - float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; + float4 staticSwitch17_g11799 = staticSwitch20_g11799; #endif - float temp_output_39_0_g11773 = shaderTime237; + float temp_output_39_0_g11799 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); - float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; + float4 staticSwitch19_g11799 = staticSwitch17_g11799; #endif #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); #else - float staticSwitch33_g11795 = _AddHueFade; + float staticSwitch33_g11821 = _AddHueFade; #endif - float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; + float4 staticSwitch23_g11799 = staticSwitch19_g11799; #endif #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; #endif - float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; + float4 staticSwitch28_g11799 = staticSwitch23_g11799; #endif #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; - float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; + float4 staticSwitch38_g11799 = staticSwitch28_g11799; #endif #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; #endif - float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else - float2 staticSwitch169_g11782 = float2( 0,0 ); + float2 staticSwitch169_g11808 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); - float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); - float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; + float4 staticSwitch12_g11799 = staticSwitch38_g11799; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; #endif - float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; + float staticSwitch203_g11836 = 1.0; #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; + float staticSwitch203_g11836 = temp_output_182_0_g11836; #endif - float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); - float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else - float2 staticSwitch157_g11810 = float2( 0,0 ); + float2 staticSwitch157_g11836 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); - float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); #else - float staticSwitch200_g11810 = lerpResult168_g11810; + float staticSwitch200_g11836 = lerpResult168_g11836; #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; + float4 staticSwitch13_g11799 = staticSwitch12_g11799; #endif #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; #endif - float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; + float staticSwitch203_g11813 = 1.0; #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; + float staticSwitch203_g11813 = temp_output_182_0_g11813; #endif - float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); - float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); #else - float staticSwitch200_g11787 = lerpResult168_g11787; + float staticSwitch200_g11813 = lerpResult168_g11813; #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; + float4 staticSwitch48_g11799 = staticSwitch13_g11799; #endif #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; + float4 staticSwitch46_g11799 = staticSwitch48_g11799; #endif - float4 temp_output_361_0 = staticSwitch46_g11773; + float4 temp_output_361_0 = staticSwitch46_g11799; #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); - float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; #else float4 staticSwitch57 = staticSwitch56; #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; #endif - float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); - float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); - float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); - float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; #endif #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); - float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); #else - float staticSwitch60_g11845 = _MetalFade; + float staticSwitch60_g11872 = _MetalFade; #endif - float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; + float4 staticSwitch28_g11849 = staticSwitch26_g11849; #endif #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; + float4 staticSwitch29_g11849 = staticSwitch28_g11849; #endif #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); - float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); - float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); - float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); - float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; + float4 staticSwitch32_g11849 = staticSwitch29_g11849; #endif #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); - float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); - float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; + float4 staticSwitch34_g11849 = staticSwitch32_g11849; #endif #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; - float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); - float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); #else - float staticSwitch98_g11823 = _ShineFade; + float staticSwitch98_g11850 = _ShineFade; #endif - float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; + float4 staticSwitch36_g11849 = staticSwitch34_g11849; #endif #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); - float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; + float4 staticSwitch39_g11849 = staticSwitch36_g11849; #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); - float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); - float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); - float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); - float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); - float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; + float3 staticSwitch50_g11889 = lerpResult42_g11889; #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; + float3 staticSwitch47_g11889 = lerpResult44_g11889; #else - float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); - float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; #else - float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); #endif - float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; + float2 staticSwitch73_g11901 = _TextureLayer1Offset; #endif - float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11875 = float2( 0,1 ); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; #endif - float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); - float4 break2_g11876 = temp_output_5_0_g11874; + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; #endif - float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; + float2 staticSwitch73_g11897 = _TextureLayer2Offset; #endif - float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11871 = float2( 0,1 ); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; #endif - float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); - float4 break2_g11872 = temp_output_5_0_g11870; + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; #endif - float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; #endif - float4 temp_output_473_0 = staticSwitch15_g11870; + float4 temp_output_473_0 = staticSwitch15_g11897; #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; + float4 break4_g11905 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11878; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; + float4 break4_g11906 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); - float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11879; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; #else float4 staticSwitch75 = staticSwitch77; #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); #endif - float2 temp_output_18_0_g11880 = shaderPosition235; + float2 temp_output_18_0_g11907 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); - float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); - float4 staticSwitch3_g11880 = appendResult3_g11881; + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); - float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); - float4 staticSwitch5_g11880 = appendResult3_g11889; + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; + float4 staticSwitch5_g11907 = staticSwitch3_g11907; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); - float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); - float4 staticSwitch8_g11880 = appendResult3_g11891; + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; + float4 staticSwitch8_g11907 = staticSwitch5_g11907; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); - float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); - float4 staticSwitch9_g11880 = appendResult3_g11887; + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; + float4 staticSwitch9_g11907 = staticSwitch8_g11907; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); - float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); - float4 staticSwitch11_g11880 = appendResult3_g11883; + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; + float4 staticSwitch11_g11907 = staticSwitch9_g11907; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); - float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); - float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); - float4 staticSwitch15_g11880 = appendResult3_g11885; + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; + float4 staticSwitch15_g11907 = staticSwitch11_g11907; #endif #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); - float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); - float4 staticSwitch13_g11880 = appendResult3_g11893; + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; + float4 staticSwitch13_g11907 = staticSwitch15_g11907; #endif #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; + float3 staticSwitch17_g11923 = staticSwitch16_g11923; #endif - float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; + float4 staticSwitch5_g11922 = staticSwitch13_g11907; #endif #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; + float4 staticSwitch11_g11922 = staticSwitch5_g11922; #endif #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; #endif - float4 break2_g11902 = temp_output_1_0_g11900; + float4 break2_g11929 = temp_output_1_0_g11927; #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; + float3 staticSwitch22_g11927 = staticSwitch21_g11927; #endif - float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; + float4 staticSwitch7_g11922 = staticSwitch11_g11922; #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); - float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); - float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); - float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; #else - float staticSwitch8_g11764 = input.ase_color.a; + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; #endif #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; + float staticSwitch9_g11777 = 1.0; #else - float staticSwitch9_g11764 = staticSwitch8_g11764; + float staticSwitch9_g11777 = staticSwitch8_g11777; #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else - float4 staticSwitch342 = appendResult8_g11907; + float4 staticSwitch342 = appendResult8_g11934; #endif float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) @@ -31309,38 +31628,33 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float4 staticSwitch143 = staticSwitch342; #endif - float4 temp_output_7_0_g11914 = staticSwitch143; + float4 temp_output_7_0_g11941 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + float4 temp_output_340_0 = staticSwitch6_g11941; surfaceDescription.Alpha = temp_output_340_0.a; surfaceDescription.AlphaClipThreshold = _AlphaClip; - #if _ALPHATEST_ON - float alphaClipThreshold = 0.01f; - #if ALPHA_CLIP_THRESHOLD - alphaClipThreshold = surfaceDescription.AlphaClipThreshold; - #endif - clip(surfaceDescription.Alpha - alphaClipThreshold); + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; #endif - half4 outColor = 0; - - #ifdef SCENESELECTIONPASS - outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); - #elif defined(SCENEPICKINGPASS) - outColor = _SelectionID; + #ifdef _ALPHATEST_ON + clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif - return outColor; + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return unity_SelectionID; } - ENDHLSL } @@ -31355,25 +31669,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" HLSLPROGRAM - #pragma multi_compile _ALPHATEST_ON + #define ASE_GEOMETRY + #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 - #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _EMISSION #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 #pragma vertex vert #pragma fragment frag - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif #endif - + #define SHADERPASS SHADERPASS_MOTION_VECTORS #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" @@ -31399,9 +31717,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON @@ -31517,6 +31838,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + struct Attributes { float4 positionOS : POSITION; @@ -31524,6 +31853,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #if _ADD_PRECOMPUTED_VELOCITY float3 alembicMotionVector : TEXCOORD5; #endif + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID @@ -31534,10 +31865,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 positionCS : SV_POSITION; float4 positionCSNoJitter : TEXCOORD0; float4 previousPositionCSNoJitter : TEXCOORD1; - float4 ase_texcoord2 : TEXCOORD2; + float3 positionWS : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; - float4 ase_texcoord5 : TEXCOORD5; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -31547,9 +31877,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif @@ -31567,15 +31894,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; @@ -31586,6 +31911,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif + float4 _EmissionTint; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif @@ -31595,20 +31921,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; #endif #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenSnowColor; + float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; @@ -31618,18 +31941,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPRedTint; #endif @@ -31638,15 +31963,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; + float4 _ColorReplaceToColor; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPGreenTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; @@ -31655,75 +31981,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 _TextureLayer1Color; #endif float4 _MainTex_TexelSize; - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif - float4 _EmissionTint; - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; + float4 _FrozenTint; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - float2 _MetalNoiseDistortionScale; + float2 _MetalNoiseSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; float2 _FrozenHighlightDistortion; float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; @@ -31738,14 +32060,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseScale; + float2 _MetalNoiseDistortion; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightScale; + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; @@ -31766,23 +32088,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineTextureSpeed; + float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; @@ -31791,7 +32116,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEPOISON_ON @@ -31805,36 +32129,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineTextureSpeed; + float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif + float2 _FadingNoiseScale; #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; - #endif - float2 _FadingNoiseScale; - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; + float2 _SqueezeCenter; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; float2 _UVDistortTo; float2 _UVDistortFrom; #endif @@ -31844,123 +32162,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskSpeed; float2 _GlitchDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + float2 _FullDistortionDistortion; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionNoiseScale; float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchDistortion; #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; + float2 _WorldTilingOffset; #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - float _DirectionalAlphaFadeNoiseFactor; + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2Scale; #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + float2 _UVScaleScale; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; #endif - float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; + float _NormalIntensity; + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEBURN_ON - float _BurnFade; + float _BurnEdgeNoiseFactor; #endif - float _Metallic; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; + float _StrongTintContrast; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; @@ -31968,57 +32284,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEFROZEN_ON + float _FrozenFade; float _FrozenHighlightContrast; #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - float _AlphaTintFade; - #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; - float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif int _TextureLayer1StartFrame; #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; @@ -32038,11 +32358,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif + int _TextureLayer2Rows; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; - #endif - int _TextureLayer2Rows; - #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; @@ -32063,10 +32384,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; - float _EnchantedRainbowDensity; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; @@ -32085,6 +32410,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; @@ -32095,15 +32421,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESHINE_ON float _ShineContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON float _ShineRotation; #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSpeed; + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; @@ -32113,15 +32434,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEPOISON_ON float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; @@ -32280,9 +32597,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; - float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; @@ -32291,20 +32610,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _PingPongGlowFade; float _PingPongGlowFrequency; #endif - float _Smoothness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; + float _OuterOutlineFade; #endif #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON @@ -32314,9 +32634,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; + float _SineGlowFade; #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; @@ -32349,15 +32670,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; float _SineGlowContrast; #endif + #ifdef _ENABLESMOKE_ON + float _SmokeAlpha; + #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; - float _AddHueContrast; + float _AddHueBrightness; #endif #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; @@ -32370,8 +32692,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLEFLAME_ON float _FlameSmooth; - float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif @@ -32383,20 +32709,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif - #ifdef _ENABLEHUE_ON - float _Hue; + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; #endif #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif @@ -32408,17 +32733,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; - #endif float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; #endif + float _BlackTintFade; + float _BlackTintPower; + #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; + #endif float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; - float _Brightness; + float _Hue; + float _AddHueContrast; float _AlphaClip; #ifdef ASE_TRANSMISSION float _TransmissionShadow; @@ -32530,7 +32856,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return mul( finalMatrix, original ) + center; } - float MyCustomExpression16_g11724( float linValue ) + float MyCustomExpression16_g11765( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32540,7 +32866,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11726( float linValue ) + float MyCustomExpression16_g11767( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32628,7 +32954,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11682( float linValue ) + float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32638,7 +32964,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11683( float linValue ) + float MyCustomExpression16_g11774( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32648,7 +32974,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11729( float linValue ) + float MyCustomExpression16_g11776( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32668,7 +32994,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11740( float linValue ) + float MyCustomExpression16_g11796( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32693,7 +33019,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } - float MyCustomExpression16_g11766( float linValue ) + float MyCustomExpression16_g11779( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32703,7 +33029,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11768( float linValue ) + float MyCustomExpression16_g11781( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32713,7 +33039,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11772( float linValue ) + float MyCustomExpression16_g11785( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32732,7 +33058,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } - float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); @@ -32745,7 +33071,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } - float MyCustomExpression16_g11800( float linValue ) + float MyCustomExpression16_g11826( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32755,7 +33081,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11784( float linValue ) + float MyCustomExpression16_g11810( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32765,7 +33091,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11811( float linValue ) + float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -32775,215 +33101,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11819( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892( float linValue ) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888( float linValue ) + float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -33003,7 +33121,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif } - float MyCustomExpression16_g11886( float linValue ) + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; @@ -33065,65 +33391,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); - float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif - float2 temp_output_2_0_g11910 = staticSwitch198; + float2 temp_output_2_0_g11937 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; #endif #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); - float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; + float2 staticSwitch6_g11937 = staticSwitch4_g11937; #endif #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; + float2 staticSwitch10_g11937 = staticSwitch6_g11937; #endif - float2 temp_output_424_0 = staticSwitch10_g11910; + float2 temp_output_424_0 = staticSwitch10_g11937; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; @@ -33131,49 +33457,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -33193,16 +33519,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch142 = temp_output_424_0; #endif - output.ase_texcoord3 = screenPos; - output.ase_texcoord4.xyz = ase_positionWS; - - output.ase_texcoord2.xy = input.ase_texcoord.xy; - output.ase_texcoord5 = input.positionOS; + output.ase_texcoord3.xy = input.ase_texcoord.xy; + output.ase_texcoord4 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord2.zw = 0; - output.ase_texcoord4.w = 0; + output.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; @@ -33220,14 +33542,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); - #if defined(APLICATION_SPACE_WARP_MOTION) - // We do not need jittered position in ASW - output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));; + #if defined(APPLICATION_SPACE_WARP_MOTION) + output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS)); output.positionCS = output.positionCSNoJitter; #else - // Jittered. Match the frame. output.positionCS = vertexInput.positionCS; - output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS)); + output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS)); #endif float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS; @@ -33237,6 +33557,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) ); + + output.positionWS = vertexInput.positionWS; + // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher //ApplyMotionVectorZBias( output.positionCS ); return output; @@ -33247,25 +33570,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" return VertexFunction( input ); } - half4 frag( PackedVaryings input ) : SV_Target + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); - float4 screenPos = input.ase_texcoord3; - float4 ase_positionSSNorm = screenPos / screenPos.w; + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + + float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif - float3 ase_positionWS = input.ase_texcoord4.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif @@ -33324,31 +33652,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #endif #endif #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; + float staticSwitch44_g11769 = _TimeValue; #else - float staticSwitch44_g11667 = _TimeParameters.x; + float staticSwitch44_g11769 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; + float staticSwitch34_g11769 = UnscaledTime; #else - float staticSwitch34_g11667 = staticSwitch44_g11667; + float staticSwitch34_g11769 = staticSwitch44_g11769; #endif #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); #else - float staticSwitch37_g11667 = staticSwitch34_g11667; + float staticSwitch37_g11769 = staticSwitch34_g11769; #endif #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); #else - float staticSwitch38_g11667 = staticSwitch37_g11667; + float staticSwitch38_g11769 = staticSwitch37_g11769; #endif #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else - float staticSwitch42_g11667 = staticSwitch38_g11667; + float staticSwitch42_g11769 = staticSwitch38_g11769; #endif - float shaderTime237 = staticSwitch42_g11667; + float shaderTime237 = staticSwitch42_g11769; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); @@ -33377,37 +33705,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif - float2 texCoord435 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif - float2 temp_output_61_0_g11669 = staticSwitch437; + float2 temp_output_61_0_g11770 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); - float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord5.xyz).xy; + float2 staticSwitch1_g11770 = (input.ase_texcoord4.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ( (input.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + float2 staticSwitch1_g11770 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; + float2 staticSwitch1_g11770 = (PositionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); #else - float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif - float2 shaderPosition235 = staticSwitch1_g11669; + float2 shaderPosition235 = staticSwitch1_g11770; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; @@ -33434,132 +33762,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); - float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); - float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); - float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); - float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; #else - float staticSwitch29_g11737 = _UVDistortFade; + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); #endif - float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; #endif #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; + float2 staticSwitch7_g11786 = staticSwitch5_g11786; #endif #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; + float2 staticSwitch9_g11786 = staticSwitch7_g11786; #endif #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; + float2 staticSwitch16_g11786 = staticSwitch9_g11786; #endif #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; + float2 staticSwitch14_g11786 = staticSwitch16_g11786; #endif #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); - float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); - float2 staticSwitch4_g11730 = clampResult46_g11732; + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; + float2 staticSwitch4_g11786 = staticSwitch14_g11786; #endif #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; + float2 staticSwitch24_g11786 = staticSwitch4_g11786; #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; + float staticSwitch18_g11797 = temp_output_7_0_g11797; #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); - float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); #endif - float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); - float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); - float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; + float staticSwitch139 = clampResult14_g11764; #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; + float staticSwitch139 = clampResult3_g11766; #else float staticSwitch139 = _FadingFade; #endif @@ -33584,19 +33924,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2( 0,0 ); - float2 break10_g11742 = float2( 1,1 ); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); - float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif @@ -33687,862 +34027,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); - float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); - float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); - float4 staticSwitch2_g11764 = appendResult31_g11765; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; #endif #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); - float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); - float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); - float4 staticSwitch3_g11764 = appendResult13_g11767; + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; + float4 staticSwitch3_g11777 = staticSwitch2_g11777; #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); - float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); - float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); - float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; #endif #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); - float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); - float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); - float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); - float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); - float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; + float4 staticSwitch6_g11782 = staticSwitch2_g11782; #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch81_g11805 = appendResult91_g11805; + float4 staticSwitch81_g11831 = appendResult91_g11831; #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); - float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); - float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); - float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; #endif #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; #endif - float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); - float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); - float4 ifLocalVar46_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.8333333 ) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.6666667 ) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.3333333 ) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if( temp_output_43_0_g11803 <= 0.1666667 ) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if( temp_output_43_0_g11803 >= 0.5 ) - ifLocalVar35_g11803 = ifLocalVar44_g11803; + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); - float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; + float4 staticSwitch9_g11799 = staticSwitch43_g11799; #endif #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); - float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; + float4 staticSwitch29_g11799 = staticSwitch9_g11799; #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; - float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; #endif #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; + float4 staticSwitch33_g11799 = staticSwitch32_g11799; #endif #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); - float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; + float4 staticSwitch36_g11799 = staticSwitch33_g11799; #endif #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); - float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); - float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); - float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; + float4 staticSwitch30_g11799 = staticSwitch36_g11799; #endif #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); - float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; + float4 staticSwitch20_g11799 = staticSwitch30_g11799; #endif #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); - float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); - float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; + float4 staticSwitch17_g11799 = staticSwitch20_g11799; #endif - float temp_output_39_0_g11773 = shaderTime237; + float temp_output_39_0_g11799 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); - float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; + float4 staticSwitch19_g11799 = staticSwitch17_g11799; #endif #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); #else - float staticSwitch33_g11795 = _AddHueFade; + float staticSwitch33_g11821 = _AddHueFade; #endif - float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; + float4 staticSwitch23_g11799 = staticSwitch19_g11799; #endif #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; #endif - float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; + float4 staticSwitch28_g11799 = staticSwitch23_g11799; #endif #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; - float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; + float4 staticSwitch38_g11799 = staticSwitch28_g11799; #endif #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; #endif - float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else - float2 staticSwitch169_g11782 = float2( 0,0 ); + float2 staticSwitch169_g11808 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); - float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); - float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; + float4 staticSwitch12_g11799 = staticSwitch38_g11799; #endif #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; #endif - float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; + float staticSwitch203_g11836 = 1.0; #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; + float staticSwitch203_g11836 = temp_output_182_0_g11836; #endif - float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); - float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else - float2 staticSwitch157_g11810 = float2( 0,0 ); + float2 staticSwitch157_g11836 = float2( 0,0 ); #endif - float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); - float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); #else - float staticSwitch200_g11810 = lerpResult168_g11810; + float staticSwitch200_g11836 = lerpResult168_g11836; #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; + float4 staticSwitch13_g11799 = staticSwitch12_g11799; #endif #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; #endif - float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); - float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; + float staticSwitch203_g11813 = 1.0; #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; + float staticSwitch203_g11813 = temp_output_182_0_g11813; #endif - float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); - float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); #else - float staticSwitch200_g11787 = lerpResult168_g11787; + float staticSwitch200_g11813 = lerpResult168_g11813; #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; + float4 staticSwitch48_g11799 = staticSwitch13_g11799; #endif #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; + float4 staticSwitch46_g11799 = staticSwitch48_g11799; #endif - float4 temp_output_361_0 = staticSwitch46_g11773; + float4 temp_output_361_0 = staticSwitch46_g11799; #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); - float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); - float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); - float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; #else float4 staticSwitch57 = staticSwitch56; #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; #endif - float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); - float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); - float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); - float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); - float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; #endif #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); - float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); - float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); #else - float staticSwitch60_g11845 = _MetalFade; + float staticSwitch60_g11872 = _MetalFade; #endif - float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; + float4 staticSwitch28_g11849 = staticSwitch26_g11849; #endif #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); - float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); - float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; + float4 staticSwitch29_g11849 = staticSwitch28_g11849; #endif #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); - float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); - float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); - float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); - float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); - float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); - float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); - float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; + float4 staticSwitch32_g11849 = staticSwitch29_g11849; #endif #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); - float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); - float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); - float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); - float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; + float4 staticSwitch34_g11849 = staticSwitch32_g11849; #endif #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; - float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); - float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); - float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); - float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); #else - float staticSwitch98_g11823 = _ShineFade; + float staticSwitch98_g11850 = _ShineFade; #endif - float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; + float4 staticSwitch36_g11849 = staticSwitch34_g11849; #endif #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); - float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); - float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; + float4 staticSwitch39_g11849 = staticSwitch36_g11849; #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); - float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); - float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); - float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); - float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); - float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; + float3 staticSwitch50_g11889 = lerpResult42_g11889; #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); - float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); - float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; + float3 staticSwitch47_g11889 = lerpResult44_g11889; #else - float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); - float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); - float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); - float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; #else - float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); #endif - float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; + float2 staticSwitch73_g11901 = _TextureLayer1Offset; #endif - float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); - float2 Invert10_g11875 = float2( 0,1 ); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; #endif - float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); - float4 break2_g11876 = temp_output_5_0_g11874; + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; #endif - float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; + float2 staticSwitch73_g11897 = _TextureLayer2Offset; #endif - float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); - float2 Invert10_g11871 = float2( 0,1 ); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; #endif - float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); - float4 break2_g11872 = temp_output_5_0_g11870; + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; #endif - float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; #endif - float4 temp_output_473_0 = staticSwitch15_g11870; + float4 temp_output_473_0 = staticSwitch15_g11897; #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; + float4 break4_g11905 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); - float4 staticSwitch77 = appendResult5_g11878; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; + float4 break4_g11906 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); - float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); - float4 staticSwitch75 = appendResult5_g11879; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; #else float4 staticSwitch75 = staticSwitch77; #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); #endif - float2 temp_output_18_0_g11880 = shaderPosition235; + float2 temp_output_18_0_g11907 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); - float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); - float4 staticSwitch3_g11880 = appendResult3_g11881; + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); - float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); - float4 staticSwitch5_g11880 = appendResult3_g11889; + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; + float4 staticSwitch5_g11907 = staticSwitch3_g11907; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); - float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); - float4 staticSwitch8_g11880 = appendResult3_g11891; + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; + float4 staticSwitch8_g11907 = staticSwitch5_g11907; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); - float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); - float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); - float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); - float4 staticSwitch9_g11880 = appendResult3_g11887; + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; + float4 staticSwitch9_g11907 = staticSwitch8_g11907; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); - float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); - float4 staticSwitch11_g11880 = appendResult3_g11883; + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; + float4 staticSwitch11_g11907 = staticSwitch9_g11907; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); - float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); - float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); - float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); - float4 staticSwitch15_g11880 = appendResult3_g11885; + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; + float4 staticSwitch15_g11907 = staticSwitch11_g11907; #endif #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); - float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); - float4 staticSwitch13_g11880 = appendResult3_g11893; + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; + float4 staticSwitch13_g11907 = staticSwitch15_g11907; #endif #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; + float3 staticSwitch17_g11923 = staticSwitch16_g11923; #endif - float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; + float4 staticSwitch5_g11922 = staticSwitch13_g11907; #endif #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; + float4 staticSwitch11_g11922 = staticSwitch5_g11922; #endif #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; #endif - float4 break2_g11902 = temp_output_1_0_g11900; + float4 break2_g11929 = temp_output_1_0_g11927; #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; + float3 staticSwitch22_g11927 = staticSwitch21_g11927; #endif - float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; + float4 staticSwitch7_g11922 = staticSwitch11_g11922; #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); - float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); - float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); - float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; #else - float staticSwitch8_g11764 = input.ase_color.a; + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; #endif #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; + float staticSwitch9_g11777 = 1.0; #else - float staticSwitch9_g11764 = staticSwitch8_g11764; + float staticSwitch9_g11777 = staticSwitch8_g11777; #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else - float4 staticSwitch342 = appendResult8_g11907; + float4 staticSwitch342 = appendResult8_g11934; #endif float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) @@ -34558,36 +34916,52 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" #else float4 staticSwitch143 = staticSwitch342; #endif - float4 temp_output_7_0_g11914 = staticSwitch143; + float4 temp_output_7_0_g11941 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + float4 temp_output_340_0 = staticSwitch6_g11941; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif + #if defined(ASE_CHANGES_WORLD_POS) + float3 positionOS = mul( GetWorldToObjectMatrix(), float4( PositionWS, 1.0 ) ).xyz; + float3 previousPositionWS = mul( GetPrevObjectToWorldMatrix(), float4( positionOS, 1.0 ) ).xyz; + input.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, float4( PositionWS, 1.0 ) ); + input.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, float4( previousPositionWS, 1.0 ) ); + #endif + #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif - #if defined(APLICATION_SPACE_WARP_MOTION) + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #if defined(APPLICATION_SPACE_WARP_MOTION) return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 ); #else return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 ); #endif - } + } ENDHLSL } - + + } CustomEditor "SpriteShadersUltimate.SSUShaderGUI" @@ -34595,12 +34969,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" Fallback Off } + /*ASEBEGIN -Version=19903 +Version=19905 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-3081.191,-3627.324;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;363;-3105.9,-3835.053;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;483;-2758.191,-3709.324;Inherit;False;_ScreenTiling;613;;11656;f5939d1b891718b468aa402ddf2c75e0;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;482;-2458.77,-3622.03;Inherit;False;_WorldTiling;608;;11657;5075a3cd4854af640aa8d277732c8893;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;483;-2758.191,-3709.324;Inherit;False;_ScreenTiling;624;;11656;f5939d1b891718b468aa402ddf2c75e0;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;482;-2458.77,-3622.03;Inherit;False;_WorldTiling;619;;11657;5075a3cd4854af640aa8d277732c8893;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.Vector4Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;373;-2003.491,-3335.527;Inherit;False;Property;_SpriteSheetRect;Sprite Sheet Rect;17;0;Create;True;0;0;0;False;0;False;0,0,1,1;0,0,1,1;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;502;1144.955,1000.087;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;460;-2186.147,-3620.607;Inherit;False;originalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 @@ -34614,7 +34989,7 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0. Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;157;1638.393,1000.485;Inherit;False;spriteTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;450;-1448.75,-3526.053;Inherit;False;uvAfterPixelArt;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;370;-1198.361,-3311.903;Inherit;False;Remap2D;-1;;11668;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;45;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 +Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;46;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.TexelSizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;438;1931.978,1144.547;Inherit;False;-1;Create;1;0;SAMPLER2D;;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;-905.3608,-3353.903;Inherit;False;Property;_SpriteSheetFix;Sprite Sheet Fix;16;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;99;2506.903,1635.005;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 @@ -34624,12 +34999,12 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0. Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;477;-582.6621,-3244.321;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;159;2660.32,1715.519;Inherit;False;uberNoiseTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;434;2534.932,1066.922;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-372.9774,-3275.82;Inherit;False;_UberInteractive;541;;11670;f8a4d7008519ad249b29e4a9381f963f;0;2;9;FLOAT;0;False;3;FLOAT2;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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PublicKeyToken=null;237;2948.598,1594.428;Inherit;False;shaderTime;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;235;3662.626,1220.644;Inherit;False;shaderPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;59;2242.011,-2636.393;Inherit;False;Property;_EnableShine;Enable Shine;207;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;56;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;103;2715.721,-2556.586;Inherit;False;_GlitchUV;235;;11728;2addb21417fb5d745a5abfe02cbcd453;0;5;23;FLOAT;0;False;13;FLOAT2;0,0;False;22;SAMPLER2D;;False;3;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;59;2242.011,-2636.393;Inherit;False;Property;_EnableShine;Enable Shine;214;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;56;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;103;2715.721,-2556.586;Inherit;False;_GlitchUV;244;;11775;2addb21417fb5d745a5abfe02cbcd453;0;5;23;FLOAT;0;False;13;FLOAT2;0,0;False;22;SAMPLER2D;;False;3;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;123;6281.453,1414.289;Inherit;False;fullFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-737.796,35.8288;Inherit;False;_UberCustomAlpha;590;;11764;d68af6e3188f53845b23cf6e39df15fe;0;3;1;COLOR;0,0,0,0;False;6;SAMPLER2D;0;False;7;FLOAT2;0,0;False;2;FLOAT;12;COLOR;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-737.796,35.8288;Inherit;False;_UberCustomAlpha;601;;11777;d68af6e3188f53845b23cf6e39df15fe;0;3;1;COLOR;0,0,0,0;False;6;SAMPLER2D;0;False;7;FLOAT2;0,0;False;2;FLOAT;12;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;180;-687.1025,-126.9742;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;259;2999.016,-2403.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 -Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;3040.934,-2600.272;Inherit;False;Property;_EnableShine;Enable Shine;222;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;57;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;3040.934,-2600.272;Inherit;False;Property;_EnableShine;Enable Shine;231;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;57;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;177;3015.115,-2149.526;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;258;2972.016,-2323.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;176;2993.115,-2238.526;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 @@ -34699,24 +35074,24 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;148;-614.0953,-401.0159;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;240;-683.451,-246.0232;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;181;-423.344,-436.9742;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;-404.7228,-125.1053;Inherit;False;_UberGenerated;564;;11769;52defa3f7cca25740a6a77f065edb382;0;4;10;FLOAT;0;False;8;SAMPLER2D;0;False;7;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;-404.7228,-125.1053;Inherit;False;_UberGenerated;575;;11782;52defa3f7cca25740a6a77f065edb382;0;4;10;FLOAT;0;False;8;SAMPLER2D;0;False;7;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;178;-455.0759,-519.7366;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;242;-432.6598,-617.0601;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;183;-37.83691,-91.99512;Inherit;False;182;hologramFade;1;0;OBJECT;;False;1;FLOAT;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;484;3382.41,-2373.518;Inherit;False;_UberTransformUV;480;;11730;894b1de51a5f4c74cbe7828262f1344b;0;5;25;FLOAT;0;False;26;FLOAT2;0,0;False;1;FLOAT2;0,0;False;18;SAMPLER2D;0;False;3;SAMPLER2D;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;484;3382.41,-2373.518;Inherit;False;_UberTransformUV;489;;11786;894b1de51a5f4c74cbe7828262f1344b;0;5;25;FLOAT;0;False;26;FLOAT2;0,0;False;1;FLOAT2;0,0;False;18;SAMPLER2D;0;False;3;SAMPLER2D;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;3651.881,-2106.533;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;487;4449.801,-1972.639;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;378;5475.994,-2043.135;Inherit;False;Remap2D;-1;;11742;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;361;-136.8644,-329.1863;Inherit;False;_UberColor;73;;11773;db48f560e502b78409f7fbe481a93597;0;6;39;FLOAT;0;False;40;FLOAT2;0,0;False;1;FLOAT2;0,0;False;24;SAMPLER2D;0;False;3;COLOR;0,0,0,0;False;5;SAMPLER2D;0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;183.7499,-168.0946;Inherit;False;_Hologram;209;;11815;76082a965d84d0e4da33b2cff51b3691;0;5;42;FLOAT;0;False;40;FLOAT;0;False;1;COLOR;1,1,1,1;False;43;FLOAT;0;False;44;FLOAT;0;False;1;FLOAT4;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;378;5475.994,-2043.135;Inherit;False;Remap2D;-1;;11798;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;361;-136.8644,-329.1863;Inherit;False;_UberColor;76;;11799;db48f560e502b78409f7fbe481a93597;0;6;39;FLOAT;0;False;40;FLOAT2;0,0;False;1;FLOAT2;0,0;False;24;SAMPLER2D;0;False;3;COLOR;0,0,0,0;False;5;SAMPLER2D;0,0;False;1;COLOR;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;183.7499,-168.0946;Inherit;False;_Hologram;216;;11841;76082a965d84d0e4da33b2cff51b3691;0;5;42;FLOAT;0;False;40;FLOAT;0;False;1;COLOR;1,1,1,1;False;43;FLOAT;0;False;44;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;161;687.0067,-317.0453;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;668.7452,-235.3598;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;162;704.0067,-153.0455;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0 -Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber Fading;27;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber Fading;28;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleRemainderNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;488;4664.06,-2056.074;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMaxOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;382;5739.72,-1830.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;438.7324,-454.4984;Inherit;False;Property;_EnableHologram;Enable Hologram;207;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;973.7388,-316.5438;Inherit;False;_Glitch;229;;11818;97a01281f94bcc04fbb9a7c1cd328f08;0;5;34;FLOAT;0;False;31;FLOAT2;0,0;False;33;SAMPLER2D;;False;29;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0 +Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;438.7324,-454.4984;Inherit;False;Property;_EnableHologram;Enable Hologram;214;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;973.7388,-316.5438;Inherit;False;_Glitch;238;;11844;97a01281f94bcc04fbb9a7c1cd328f08;0;5;34;FLOAT;0;False;31;FLOAT2;0,0;False;33;SAMPLER2D;;False;29;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;164;250.219,-2894.672;Inherit;False;fullDistortionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;485;4859.071,-2156.215;Inherit;False;Property;_TilingFix;Tiling Fix;18;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;522;6765.377,169.3575;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify 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WireConnection;482;1;483;0 @@ -34996,12 +35372,12 @@ WireConnection;142;4;121;0 WireConnection;501;11;500;0 WireConnection;511;0;340;0 WireConnection;511;1;501;0 -WireConnection;511;2;501;21 WireConnection;511;3;501;10 WireConnection;511;4;501;9 +WireConnection;511;2;501;21 WireConnection;511;6;497;3 WireConnection;511;7;503;0 WireConnection;511;16;503;0 WireConnection;511;8;142;0 ASEEND*/ -//CHKSM=8F4BA4FB00CD65B92D1CC360A5FECB6DAB181B74 +//CHKSM=F26CFF19DA0ECB92B4A54400C1D6195AE5284A55 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader.meta index f18498e2..026242c1 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader.meta @@ -13,15 +13,20 @@ ShaderImporter: - _AddColorMask: {instanceID: 0} - _RecolorRGBTexture: {instanceID: 0} - _RecolorRGBYCPTexture: {instanceID: 0} - - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} - _AddHueMask: {instanceID: 0} - _SineGlowMask: {instanceID: 0} - _MetalMask: {instanceID: 0} - _ShineMask: {instanceID: 0} - - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} - - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} - _UVDistortMask: {instanceID: 0} - _CustomFadeFadeMask: {instanceID: 0} - _texcoord: {instanceID: 0} @@ -32,3 +37,11 @@ ShaderImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP + SSU.shader + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader index ad3674a5..d62daf16 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader @@ -1,4907 +1,4391 @@ -// Made with Amplify Shader Editor v1.9.9.3 +// Made with Amplify Shader Editor v1.9.9.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/3D Lit URP SSU" { - Properties - { - [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) - [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 - _MainTex( "MainTex", 2D ) = "white" {} - _ShadowClip( "Shadow Clip", Range( 0, 1 ) ) = 0.5 - _AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0 - _NormalMap( "Normal Map", 2D ) = "bump" {} - _NormalIntensity( "Normal Intensity", Float ) = 1 - _Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.5 - _Metallic( "Metallic", Range( 0, 1 ) ) = 0 - [Toggle( _METALLICMAPTOGGLE_ON )] _MetallicMapToggle( "Metallic Map Toggle", Float ) = 0 - _MetallicMap( "Metallic Map", 2D ) = "white" {} - [Toggle( _EMISSIONTOGGLE_ON )] _EmissionToggle( "Emission Toggle", Float ) = 0 - [HDR] _EmissionTint( "Emission Tint", Color ) = ( 2.996078, 0.1568628, 0.1568628, 0 ) - _EmissionMap( "Emission Map", 2D ) = "white" {} - [Toggle( _RECEIVE_SHADOWS_OFF )] _IgnoreShadowsToggle( "Ignore Shadows Toggle", Float ) = 0 - [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 - [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 - [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 - [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 - _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) - [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 - [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 - [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 - _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 - _ScreenWidthUnits( "Screen Width Units", Float ) = 10 - _RectWidth( "Rect Width", Float ) = 100 - _RectHeight( "Rect Height", Float ) = 100 - [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 - _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 - _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) - _FadingWidth( "Fading: Width", Float ) = 0.3 - _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 - _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - _FadingMask( "Fading: Mask", 2D ) = "white" {} - [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 - [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 - _TimeValue( "Time: Value", Float ) = 0 - [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 - _TimeSpeed( "Time: Speed", Float ) = 1 - [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 - _TimeFPS( "Time: FPS", Float ) = 5 - [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 - _TimeFrequency( "Time: Frequency", Float ) = 2 - _TimeRange( "Time: Range", Float ) = 0.5 - _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} - [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 - _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 - [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) - [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 - _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 - [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 - _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} - [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 - _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 - [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) - [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 - _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 - [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 - _AddColorMask( "Add Color: Mask", 2D ) = "white" {} - [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 - _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 - [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) - _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 - [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 - _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 - _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) - _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) - [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 - _Brightness( "Brightness", Float ) = 1 - [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 - _Contrast( "Contrast", Float ) = 1 - [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 - _Saturation( "Saturation", Float ) = 1 - [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 - _Hue( "Hue", Range( -1, 1 ) ) = 0 - [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 - _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 - [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 - _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} - [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 - _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 - [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) - [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 - _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} - [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 - _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 - [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) - _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 - [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 - _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) - _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) - _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) - [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 - _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} - _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) - [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 - [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 - _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 - [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) - _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 - [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 - _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) - _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) - _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) - [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 - _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} - _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) - [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 - [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 - _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 - [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) - _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 - _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 - [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 - _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} - _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) - [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 - [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 - _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 - _AddHueSpeed( "Add Hue: Speed", Float ) = 1 - _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 - _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 - _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 - [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 - _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} - [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 - _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 - [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) - [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) - _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 - _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 - [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 - _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 - [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 - _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 - [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) - _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 - _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 - _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) - _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 - _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) - _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 - [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 - _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 - [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) - _BlackTintPower( "Black Tint: Power", Float ) = 4 - [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 - _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 - [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) - _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 - _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 - _SineGlowMin( "Sine Glow: Min", Float ) = 0 - _SineGlowMax( "Sine Glow: Max", Float ) = 1 - [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 - _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} - [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 - _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 - [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) - [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) - _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 - _SplitToningBalance( "Split Toning: Balance", Float ) = 1 - _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 - [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 - _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 - _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) - [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) - _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 - _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 - _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 - [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 - _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 - [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 - _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 - [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) - _HologramContrast( "Hologram: Contrast", Float ) = 1 - _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 - _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 - _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 - _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 - _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 - _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 - _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 - _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 - [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 - _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 - _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 - _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) - _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) - _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 - _GlitchBrightness( "Glitch: Brightness", Float ) = 4 - _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) - _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) - _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) - _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) - _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) - [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 - _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 - [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) - _FrozenContrast( "Frozen: Contrast", Float ) = 2 - [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) - _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 - _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 - _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) - _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 - _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 - _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) - _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) - _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) - _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 - _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 - _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 - _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 - _RainbowContrast( "Rainbow: Contrast", Float ) = 1 - _RainbowSpeed( "Rainbow: Speed", Float ) = 1 - _RainbowDensity( "Rainbow: Density", Float ) = 0.5 - _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) - _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 - [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 - _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 - _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) - _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 - _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) - _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 - _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 - _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) - _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) - _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 - _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 - _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) - [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 - _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) - _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) - _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 - _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 - [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) - _MetalContrast( "Metal: Contrast", Float ) = 2 - [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) - _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 - _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 - _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) - _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) - _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) - _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 - [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} - [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 - _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 - [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) - _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 - _ShineContrast( "Shine: Contrast", Float ) = 2 - _ShineWidth( "Shine: Width", Float ) = 0.1 - _ShineSpeed( "Shine: Speed", Float ) = 5 - _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 - _ShineSmooth( "Shine: Smoothness", Float ) = 1 - _ShineFrequency( "Shine: Frequency", Float ) = 0.3 - [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 - [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} - [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 - _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 - _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) - _BurnRadius( "Burn: Radius", Float ) = 5 - [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) - _BurnWidth( "Burn: Width", Float ) = 0.1 - _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) - _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 - [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) - _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 - [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) - _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 - _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) - _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 - _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 - _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 - [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) - _PoisonDensity( "Poison: Density", Float ) = 3 - _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 - _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 - _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 - _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) - _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) - [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 - _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 - _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) - _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 - _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 - _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 - [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 - _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 - _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 - _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 - [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) - [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) - [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 - [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 - _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 - _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 - _ShiftingDensity( "Shifting: Density", Float ) = 1.5 - _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 - _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 - [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 - _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 - [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) - [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) - [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 - _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 - _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} - [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) - _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) - _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) - [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 - _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 - [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 - _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) - [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 - _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 - _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 - _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 - _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 - _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 - [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 - _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 - _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} - [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) - _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) - _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) - [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 - _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 - [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 - _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) - [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 - _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 - _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 - _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 - _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 - _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 - [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 - _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 - _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 - _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 - _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 - _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 - [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) - _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 - _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 - _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) - _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 - _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) - _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 - [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 - [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 - _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 - _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) - _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 - [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) - _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) - _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 - [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 - [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 - _HalftoneFade( "Halftone: Fade", Float ) = 1 - _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) - _HalftoneTiling( "Halftone: Tiling", Float ) = 4 - _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 - [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 - [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 - _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 - _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 - _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 - _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) - _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 - [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 - [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 - _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 - _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 - [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) - _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 - _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) - _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 - [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 - [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 - _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 - _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 - _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 - _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) - _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 - _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) - _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 - _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) - [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 - [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 - _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 - _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) - _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 - _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 - _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 - _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 - [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 - _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 - _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) - _SqueezePower( "Squeeze: Power", Float ) = 1 - _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 - _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 - _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) - _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) - _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) - _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) - [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 - [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} - [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 - _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) - [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 - _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 - _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 - _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 - _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 - _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 - _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 - _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 - _WiggleSpeed( "Wiggle: Speed", Float ) = 2 - _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 - _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 - [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 - [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 - _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) - _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) - [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 - _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 - _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) - _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) - [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 - _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 - _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) - [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 - _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 - _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 - _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 - _VibrateRotation( "Vibrate: Rotation", Float ) = 4 - [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 - _WindRotation( "Wind: Rotation", Float ) = 0 - _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 - _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 - _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 - _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 - [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 - _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 - _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 - _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 - _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 - [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 - [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 - _WindXPosition( "Wind: X Position", Float ) = 0 - _WindFlip( "Wind: Flip", Float ) = 0 - [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 - _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 - _SquishStretch( "Squish: Stretch", Float ) = 0.1 - _SquishSquish( "Squish: Squish", Float ) = 0.1 - _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 - [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 - _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 - _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 - [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 - _FlameBrightness( "Flame: Brightness", Float ) = 10 - _FlameSmooth( "Flame: Smooth", Float ) = 2 - _FlameRadius( "Flame: Radius", Float ) = 0.2 - _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) - _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 - _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 - _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) - [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 - _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 - _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 - [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 - _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 - _SharpenFactor( "Sharpen: Factor", Float ) = 4 - _SharpenOffset( "Sharpen: Offset", Float ) = 2 - [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 - [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 - _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 - _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 - _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 - _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 - _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 - [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 - [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 - _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} - _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 - _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) - _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 - _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 - [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 - _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) - _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) - _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 - [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 - _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) - _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) - _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 - [HideInInspector] _texcoord( "", 2D ) = "white" {} + Properties + { + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + _MainTex( "MainTex", 2D ) = "white" {} + _ShadowClip( "Shadow Clip", Range( 0, 1 ) ) = 0.5 + _AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0 + _NormalMap( "Normal Map", 2D ) = "bump" {} + _NormalIntensity( "Normal Intensity", Float ) = 1 + _Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.5 + _Metallic( "Metallic", Range( 0, 1 ) ) = 0 + [Toggle( _METALLICMAPTOGGLE_ON )] _MetallicMapToggle( "Metallic Map Toggle", Float ) = 0 + _MetallicMap( "Metallic Map", 2D ) = "white" {} + [Toggle( _EMISSIONTOGGLE_ON )] _EmissionToggle( "Emission Toggle", Float ) = 0 + [HDR] _EmissionTint( "Emission Tint", Color ) = ( 2.996078, 0.1568628, 0.1568628, 0 ) + _EmissionMap( "Emission Map", 2D ) = "white" {} + [Toggle( _RECEIVE_SHADOWS_OFF )] _IgnoreShadowsToggle( "Ignore Shadows Toggle", Float ) = 0 + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} - //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 - //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 - //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 - //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 - //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 - //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 - //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 - //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 - //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 - //_TessMin( "Tess Min Distance", Float ) = 10 - //_TessMax( "Tess Max Distance", Float ) = 25 - //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 - //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 + //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 + //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 + //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 + //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 + //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 + //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 - [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1 - [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1 - [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 - [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 + //_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0 + + [ToggleOff(_SPECULARHIGHLIGHTS_OFF)] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + //[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + + [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} - //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 - } + //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 - SubShader - { - LOD 0 + //[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1 + } + + SubShader + { + LOD 0 + + + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" } + + Cull Off + ZWrite Off + ZTest LEqual + Offset 0 , 0 + AlphaToMask Off + + + + HLSLINCLUDE + #pragma target 3.5 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 ) + #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default. + #endif + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float DistanceFromPlane (float3 pos, float4 plane) + { + float d = dot (float4(pos,1.0f), plane); + return d; + } + + bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) + { + float4 planeTest; + planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); + return !all (planeTest); + } + + float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) + { + float3 f; + f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); + f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); + f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); + + return CalcTriEdgeTessFactors (f); + } + + float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + return tess; + } + + float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + + if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + { + tess = 0.0f; + } + else + { + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + } + return tess; + } + #endif //ASE_TESS_FUNCS + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite Off + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - - Tags - { - "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" - } - - Cull Off - ZWrite Off - ZTest LEqual - Offset 0 , 0 - AlphaToMask Off - - - - HLSLINCLUDE - #pragma target 4.5 - #pragma prefer_hlslcc gles - // ensure rendering platforms toggle list is visible - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" - - #ifndef ASE_TESS_FUNCS - #define ASE_TESS_FUNCS - - float4 FixedTess(float tessValue) - { - return tessValue; - } - - float CalcDistanceTessFactor(float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, - float3 cameraPos) - { - float3 wpos = mul(o2w, vertex).xyz; - float dist = distance(wpos, cameraPos); - float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; - return f; - } - - float4 CalcTriEdgeTessFactors(float3 triVertexFactors) - { - float4 tess; - tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); - tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); - tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); - tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; - return tess; - } - - float CalcEdgeTessFactor(float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams) - { - float dist = distance(0.5 * (wpos0 + wpos1), cameraPos); - float len = distance(wpos0, wpos1); - float f = max(len * scParams.y / (edgeLen * dist), 1.0); - return f; - } - - float DistanceFromPlane(float3 pos, float4 plane) - { - float d = dot(float4(pos, 1.0f), plane); - return d; - } - - bool WorldViewFrustumCull(float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6]) - { - float4 planeTest; - planeTest.x = ((DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f); - planeTest.y = ((DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f); - planeTest.z = ((DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f); - planeTest.w = ((DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f) + - ((DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f); - return !all(planeTest); - } - - float4 DistanceBasedTess(float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, - float4x4 o2w, float3 cameraPos) - { - float3 f; - f.x = CalcDistanceTessFactor(v0, minDist, maxDist, tess, o2w, cameraPos); - f.y = CalcDistanceTessFactor(v1, minDist, maxDist, tess, o2w, cameraPos); - f.z = CalcDistanceTessFactor(v2, minDist, maxDist, tess, o2w, cameraPos); - - return CalcTriEdgeTessFactors(f); - } - - float4 EdgeLengthBasedTess(float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, - float4 scParams) - { - float3 pos0 = mul(o2w, v0).xyz; - float3 pos1 = mul(o2w, v1).xyz; - float3 pos2 = mul(o2w, v2).xyz; - float4 tess; - tess.x = CalcEdgeTessFactor(pos1, pos2, edgeLength, cameraPos, scParams); - tess.y = CalcEdgeTessFactor(pos2, pos0, edgeLength, cameraPos, scParams); - tess.z = CalcEdgeTessFactor(pos0, pos1, edgeLength, cameraPos, scParams); - tess.w = (tess.x + tess.y + tess.z) / 3.0f; - return tess; - } - - float4 EdgeLengthBasedTessCull(float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, - float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6]) - { - float3 pos0 = mul(o2w, v0).xyz; - float3 pos1 = mul(o2w, v1).xyz; - float3 pos2 = mul(o2w, v2).xyz; - float4 tess; - - if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) - { - tess = 0.0f; - } - else - { - tess.x = CalcEdgeTessFactor(pos1, pos2, edgeLength, cameraPos, scParams); - tess.y = CalcEdgeTessFactor(pos2, pos0, edgeLength, cameraPos, scParams); - tess.z = CalcEdgeTessFactor(pos0, pos1, edgeLength, cameraPos, scParams); - tess.w = (tess.x + tess.y + tess.z) / 3.0f; - } - return tess; - } - #endif //ASE_TESS_FUNCS - ENDHLSL - - - Pass - { - - Name "Forward" - Tags - { - "LightMode"="UniversalForward" - } - - Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha - ZWrite Off - ZTest LEqual - Offset 0 , 0 - ColorMask RGBA - - - - HLSLPROGRAM - #pragma multi_compile_fragment _ALPHATEST_ON - #define _NORMAL_DROPOFF_TS 1 - #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_SHADOW_ON 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define _EMISSION - #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 - - - #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN - #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX - #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS - #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING - #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION - #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH - #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 - #pragma multi_compile _ _LIGHT_LAYERS - #pragma multi_compile_fragment _ _LIGHT_COOKIES - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP - #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING - #pragma multi_compile _ SHADOWS_SHADOWMASK - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS - #pragma vertex vert - #pragma fragment frag + #pragma vertex vert + #pragma fragment frag - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 - #endif + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif + #endif - #define SHADERPASS SHADERPASS_FORWARD + #define SHADERPASS SHADERPASS_FORWARD - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - #if defined(LOD_FADE_CROSSFADE) + #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif - #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) - #define ENABLE_TERRAIN_PERPIXEL_NORMAL - #endif - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_SCREEN_POSITION - #define ASE_NEEDS_WORLD_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON - #pragma shader_feature _METALLICMAPTOGGLE_ON - - - #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) - #define ASE_SV_DEPTH SV_DepthLessEqual - #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid - #else - #define ASE_SV_DEPTH SV_Depth - #define ASE_SV_POSITION_QUALIFIERS - #endif - - struct Attributes - { - float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct PackedVaryings - { - ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float4 lightmapUVOrVertexSH : TEXCOORD1; - #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) - half4 fogFactorAndVertexLight : TEXCOORD2; - #endif - float4 tSpace0 : TEXCOORD3; - float4 tSpace1 : TEXCOORD4; - float4 tSpace2 : TEXCOORD5; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - float4 shadowCoord : TEXCOORD6; - #endif - #if defined(DYNAMICLIGHTMAP_ON) - float2 dynamicLightmapUV : TEXCOORD7; - #endif - #if defined(USE_APV_PROBE_OCCLUSION) - float4 probeOcclusion : TEXCOORD8; - #endif - float4 ase_texcoord9 : TEXCOORD9; - float4 ase_texcoord10 : TEXCOORD10; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowColor; - float4 _SineGlowMask_ST; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBRedTint; - float4 _RecolorRGBGreenTint; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPCyanTint; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPYellowTint; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - #ifdef _EMISSIONTOGGLE_ON - float4 _EmissionTint; - #endif - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - float4 _FrozenSnowColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionSpeed; - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnPosition; - float2 _BurnEdgeNoiseScale; - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineDistortionIntensity; - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineNoiseSpeed; - float2 _InnerOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - float2 _UVDistortTo; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowDensity; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - #endif - float _NormalIntensity; - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - float _Metallic; - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - float _Smoothness; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - float _RainbowSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneInvert; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Fade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSaturation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - float _EnchantedBrightness; - float _EnchantedReduce; - float _EnchantedFade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - int _TextureLayer2Rows; - int _TextureLayer2Columns; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSpeed; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowBrightness; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON - float _ShineRotation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowDensity; - #endif - #ifdef _ENABLESHINE_ON - float _ShineFrequency; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSpeed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - float _SineRotateFade; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeSmoothness; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - float _PingPongGlowFrequency; - #endif - float _AlphaClip; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - float _InnerOutlineFade; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - float _AddHueContrast; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - float _ColorReplaceRange; - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - float _FlameRadius; - float _FlameNoiseFactor; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - float _AddHueSaturation; - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - #endif - float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; - #endif - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - float _Brightness; - float _ShadowClip; - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - - - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - sampler2D _NormalMap; - #ifdef _EMISSIONTOGGLE_ON - sampler2D _EmissionMap; - #endif - #ifdef _METALLICMAPTOGGLE_ON - sampler2D _MetallicMap; - #endif - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - PackedVaryings VertexFunction(Attributes input) - { - PackedVaryings output = (PackedVaryings)0; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = input.texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = input.texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, - 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - output.ase_texcoord9.xy = input.texcoord.xy; - output.ase_texcoord10 = input.positionOS; - output.ase_color = input.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord9.zw = 0; - - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = input.positionOS.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - - float3 vertexValue = float3(staticSwitch142, 0.0); - - #ifdef ASE_ABSOLUTE_VERTEX_POS - input.positionOS.xyz = vertexValue; - #else - input.positionOS.xyz += vertexValue; - #endif - input.normalOS = input.normalOS; - input.tangentOS = input.tangentOS; - - VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); - VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); - - output.tSpace0 = float4(normalInput.normalWS, vertexInput.positionWS.x); - output.tSpace1 = float4(normalInput.tangentWS, vertexInput.positionWS.y); - output.tSpace2 = float4(normalInput.bitangentWS, vertexInput.positionWS.z); - - #if defined(LIGHTMAP_ON) - OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); - #else - OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz); - #endif - #if defined(DYNAMICLIGHTMAP_ON) - output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST. - zw; - #endif - - OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, - GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), - output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); - - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) - output.lightmapUVOrVertexSH.zw = input.texcoord.xy; - output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; - #endif - - #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) - output.fogFactorAndVertexLight = 0; - #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) - output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); - #endif - #ifdef _ADDITIONAL_LIGHTS_VERTEX - half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); - output.fogFactorAndVertexLight.yzw = vertexLight; - #endif - #endif - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - output.shadowCoord = GetShadowCoord(vertexInput); - #endif - - output.positionCS = vertexInput.positionCS; - output.clipPosV = vertexInput.positionCS; - return output; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(Attributes input) - { - VertexControl output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - output.positionOS = input.positionOS; - output.normalOS = input.normalOS; - output.tangentOS = input.tangentOS; - output.texcoord = input.texcoord; - output.texcoord1 = input.texcoord1; - output.texcoord2 = input.texcoord2; - output.ase_color = input.ase_color; - return output; - } - - TessellationFactors TessellationFunction(InputPatch input) - { - TessellationFactors output; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin -, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w; + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + float4 lightmapUVOrVertexSH : TEXCOORD3; + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + half4 fogFactorAndVertexLight : TEXCOORD4; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD5; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + float4 probeOcclusion : TEXCOORD6; + #endif + float4 ase_texcoord7 : TEXCOORD7; + float4 ase_texcoord8 : TEXCOORD8; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + float4 _CamouflageColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + sampler2D _NormalMap; + #ifdef _METALLICMAPTOGGLE_ON + sampler2D _MetallicMap; + #endif + #ifdef _EMISSIONTOGGLE_ON + sampler2D _EmissionMap; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11767( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11776( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11796( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11779( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11781( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11937 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); + #else + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); + #else + float2 staticSwitch6_g11937 = staticSwitch4_g11937; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11937 = staticSwitch6_g11937; + #endif + float2 temp_output_424_0 = staticSwitch10_g11937; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord7.xy = input.texcoord.xy; + output.ase_texcoord8 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord7.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); + + OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); + #if defined(DYNAMICLIGHTMAP_ON) + output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); + + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + output.fogFactorAndVertexLight = 0; + #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) + output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + output.fogFactorAndVertexLight.yzw = vertexLight; + #endif + #endif + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalInput.normalWS; + output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + output.tangentWS.zw = input.texcoord.xy; + output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif return output; } - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif + float4 ase_color : COLOR; - [domain("tri")] - PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - Attributes output = (Attributes)0; - output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * - bary.z; - output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary - .z; - output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; - output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary - .z; - output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary - .z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary - .z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot( - patch[i].positionOS.xyz, patch[i].normalOS)); - float phongStrength = _TessPhongStrength; - output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength -) * output.positionOS.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], output); - return VertexFunction (output); + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = input.texcoord1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = input.texcoord2; + #endif + output.ase_color = input.ase_color; + return output; } - #else - PackedVaryings vert(Attributes input) - { - return VertexFunction(input); - } - #endif - half4 frag(PackedVaryings input - #ifdef ASE_DEPTH_WRITE_ON - ,out float outputDepth : ASE_SV_DEPTH - #endif - #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } - #if defined(LOD_FADE_CROSSFADE) - LODFadeCrossFade(input.positionCS); - #endif + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) - float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * - _TerrainHeightmapRecipSize.xy; - float3 WorldNormal = TransformObjectToWorldNormal(normalize( - SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - - 1)); - float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); - float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); - #else - float3 WorldNormal = normalize(input.tSpace0.xyz); - float3 WorldTangent = input.tSpace1.xyz; - float3 WorldBiTangent = input.tSpace2.xyz; - #endif + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + #endif + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif - float3 WorldPosition = float3(input.tSpace0.w, input.tSpace1.w, input.tSpace2.w); - float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir(WorldPosition); - float4 ShadowCoords = float4(0, 0, 0, 0); - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos(input.clipPosV); + half4 frag ( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out uint outRenderingLayers : SV_Target1 + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); - float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + #if defined( _SURFACE_TYPE_TRANSPARENT ) + const bool isTransparent = true; + #else + const bool isTransparent = false; + #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord(WorldPosition); - #endif + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif - WorldViewDirection = SafeNormalize(WorldViewDirection); + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) + float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS ); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif - float2 texCoord363 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), --_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3( - (appendResult27_g11671 + temp_output_1_0_g11671), - 0.0), float3(0, 0, 1), - (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), - length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.ase_texcoord10.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * - PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + WorldPosition.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * (( - _SineRotateAngle / 360.0) * PI) * _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), (temp_output_25_0_g11730 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) * - temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * - temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow(clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow(saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001), -max(_SplitToningContrast, 0.0001))), _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + - break2_g11801.y + break2_g11801.y + break2_g11801.y + - break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * - temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11782) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * float2( - 0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * - float2(0, 1)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - -0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0.705, -0.705)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11810)))).rgb * - temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * - _OuterOutlineNoiseSpeed) + - temp_output_7_0_g11810) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2( - 0, -1)) * temp_output_25_0_g11810))).a, - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2( - 0, 1)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(-0.705, 0.705)) * - temp_output_25_0_g11810))). - a), tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2( - 0.705, -0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2( - -0.705, -0.705)) * - temp_output_25_0_g11810))).a) * 3.0), 1.0), - _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + ( - _PixelOutlineTextureSpeed * - temp_output_39_0_g11773)))).rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * float2(0, -1)) - * temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * float2(0, 1)) - * temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11787))).a) * 3.0), 1.0), - temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + - WorldPosition.y) / temp_output_44_0_g11815) * _HologramLineFrequency))), - _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + - break2_g11820.y + break2_g11820.y + break2_g11820.z) / 6.0) - * _GlitchBrightness * hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * - _CamouflageDistortionSpeed) + - temp_output_99_0_g11852) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)). - r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + - break2_g11855.y + break2_g11855.z) / 6.0), 0.0001), - max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * - _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * - _MetalNoiseDistortion) - + ((temp_output_59_0_g11845 * _MetalNoiseSpeed) + - temp_output_58_0_g11845)) * - _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / max( - _MetalHighlightDensity, 0.01)), 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * - _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * - _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + (( - temp_output_73_0_g11837 * _FrozenHighlightSpeed) - + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), max(_FrozenContrast, 0.0001)) * ( - _FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), max(_FrozenSnowContrast, 0.0001)) * (( - _FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + - temp_output_72_0_g11831) * _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow(max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + - break2_g11835.z) / 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = input.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + // @diogo: mikktspace compliant + float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); - float2 temp_output_11_0_g11915 = finalUV146; - float3 unpack3_g11915 = UnpackNormalScale(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity); - unpack3_g11915.z = lerp(1, unpack3_g11915.z, saturate(_NormalIntensity)); + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + float3 TangentWS = input.tangentWS.xyz * renormFactor; + float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; + float3 NormalWS = input.normalWS * renormFactor; - #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b)); - float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915); - float3 appendResult18_g11915 = ( - float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b)); - float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a); - #else - float3 staticSwitch13_g11915 = float3(0, 0, 0); - #endif + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif - #ifdef _METALLICMAPTOGGLE_ON - float4 tex2DNode7_g11915 = tex2D(_MetallicMap, temp_output_11_0_g11915); - float staticSwitch23_g11915 = (tex2DNode7_g11915.r * _Metallic); - #else - float staticSwitch23_g11915 = _Metallic; - #endif + float2 texCoord363 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.ase_texcoord8.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.ase_texcoord8.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; + #else + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); + #endif + float2 uv_UVDistortMask = input.ase_texcoord7.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); + #else + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11786 = staticSwitch5_g11786; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; + #else + float2 staticSwitch9_g11786 = staticSwitch7_g11786; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; + #else + float2 staticSwitch16_g11786 = staticSwitch9_g11786; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); + #else + float2 staticSwitch14_g11786 = staticSwitch16_g11786; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; + #else + float2 staticSwitch4_g11786 = staticSwitch14_g11786; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11786 = staticSwitch4_g11786; + #endif + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); + #else + float staticSwitch18_g11797 = temp_output_7_0_g11797; + #endif + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); + #else + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; + #endif + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord7.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; + #else + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; + #else + float4 staticSwitch3_g11777 = staticSwitch2_g11777; + #endif + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; + #else + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); + #else + float4 staticSwitch6_g11782 = staticSwitch2_g11782; + #endif + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch81_g11831 = appendResult91_g11831; + #endif + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; + #else + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; + #endif + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; + else + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; + #else + float4 staticSwitch9_g11799 = staticSwitch43_g11799; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; + #else + float4 staticSwitch29_g11799 = staticSwitch9_g11799; + #endif + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; + #else + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; + #endif + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; + #else + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; + #else + float4 staticSwitch33_g11799 = staticSwitch32_g11799; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; + #else + float4 staticSwitch36_g11799 = staticSwitch33_g11799; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; + #else + float4 staticSwitch30_g11799 = staticSwitch36_g11799; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; + #else + float4 staticSwitch20_g11799 = staticSwitch30_g11799; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; + #else + float4 staticSwitch17_g11799 = staticSwitch20_g11799; + #endif + float temp_output_39_0_g11799 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; + #else + float4 staticSwitch19_g11799 = staticSwitch17_g11799; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord7.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); + #else + float staticSwitch33_g11821 = _AddHueFade; + #endif + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; + #else + float4 staticSwitch23_g11799 = staticSwitch19_g11799; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord7.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); + #else + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; + #endif + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; + #else + float4 staticSwitch28_g11799 = staticSwitch23_g11799; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; + #else + float4 staticSwitch38_g11799 = staticSwitch28_g11799; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); + #else + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; + #endif + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11808 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); + #else + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; + #endif + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; + #else + float4 staticSwitch12_g11799 = staticSwitch38_g11799; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); + #else + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; + #endif + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11836 = 1.0; + #else + float staticSwitch203_g11836 = temp_output_182_0_g11836; + #endif + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11836 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); + #else + float staticSwitch200_g11836 = lerpResult168_g11836; + #endif + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; + #else + float4 staticSwitch13_g11799 = staticSwitch12_g11799; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); + #else + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; + #endif + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11813 = 1.0; + #else + float staticSwitch203_g11813 = temp_output_182_0_g11813; + #endif + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); + #else + float staticSwitch200_g11813 = lerpResult168_g11813; + #endif + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; + #else + float4 staticSwitch48_g11799 = staticSwitch13_g11799; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; + #else + float4 staticSwitch46_g11799 = staticSwitch48_g11799; + #endif + float4 temp_output_361_0 = staticSwitch46_g11799; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); + #else + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; + #endif + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; + #else + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord7.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); + #else + float staticSwitch60_g11872 = _MetalFade; + #endif + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; + #else + float4 staticSwitch28_g11849 = staticSwitch26_g11849; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; + #else + float4 staticSwitch29_g11849 = staticSwitch28_g11849; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; + #else + float4 staticSwitch32_g11849 = staticSwitch29_g11849; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; + #else + float4 staticSwitch34_g11849 = staticSwitch32_g11849; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord7.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); + #else + float staticSwitch98_g11850 = _ShineFade; + #endif + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; + #else + float4 staticSwitch36_g11849 = staticSwitch34_g11849; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; + #else + float4 staticSwitch39_g11849 = staticSwitch36_g11849; + #endif + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; + #else + float3 staticSwitch50_g11889 = lerpResult42_g11889; + #endif + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11889 = lerpResult44_g11889; + #else + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); + #endif + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; + #else + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; + #endif + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; + #else + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; + #else + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; + #endif + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); + #else + float2 staticSwitch73_g11901 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; + #else + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; + #endif + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); + #else + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; + #endif + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; + #else + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; + #endif + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); + #else + float2 staticSwitch73_g11897 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; + #else + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; + #endif + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); + #else + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; + #endif + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; + #else + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; + #endif + float4 temp_output_473_0 = staticSwitch15_g11897; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11905 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11906 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11907 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; + #else + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; + #else + float4 staticSwitch5_g11907 = staticSwitch3_g11907; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; + #else + float4 staticSwitch8_g11907 = staticSwitch5_g11907; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; + #else + float4 staticSwitch9_g11907 = staticSwitch8_g11907; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; + #else + float4 staticSwitch11_g11907 = staticSwitch9_g11907; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; + #else + float4 staticSwitch15_g11907 = staticSwitch11_g11907; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; + #else + float4 staticSwitch13_g11907 = staticSwitch15_g11907; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord7.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); + #else + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; + #endif + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11923 = staticSwitch16_g11923; + #endif + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; + #else + float4 staticSwitch5_g11922 = staticSwitch13_g11907; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; + #else + float4 staticSwitch11_g11922 = staticSwitch5_g11922; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord7.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); + #else + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; + #endif + float4 break2_g11929 = temp_output_1_0_g11927; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); + #else + float3 staticSwitch22_g11927 = staticSwitch21_g11927; + #endif + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; + #else + float4 staticSwitch7_g11922 = staticSwitch11_g11922; + #endif + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; + #ifdef _ENABLESHADOW_ON + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; + #else + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); + #endif + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; + #else + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11777 = 1.0; + #else + float staticSwitch9_g11777 = staticSwitch8_g11777; + #endif + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11934; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11941 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; + #else + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; + #endif + float4 temp_output_340_0 = staticSwitch6_g11941; + + float2 temp_output_11_0_g11942 = finalUV146; + float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity ); + unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) ); + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11942 = tex2D( _MetallicMap, temp_output_11_0_g11942 ); + float staticSwitch23_g11942 = ( tex2DNode7_g11942.r * _Metallic ); + #else + float staticSwitch23_g11942 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11942 = ( _Smoothness * tex2DNode7_g11942.r ); + #else + float staticSwitch22_g11942 = _Smoothness; + #endif + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 ); + float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b)); + float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a ); + #else + float3 staticSwitch13_g11942 = float3( 0, 0, 0 ); + #endif + - #ifdef _METALLICMAPTOGGLE_ON - float staticSwitch22_g11915 = (_Smoothness * tex2DNode7_g11915.r); - #else - float staticSwitch22_g11915 = _Smoothness; - #endif + float3 BaseColor = temp_output_340_0.rgb; + float3 Normal = unpack3_g11942; + float3 Specular = 0.5; + float Metallic = staticSwitch23_g11942; + float Smoothness = staticSwitch22_g11942; + float Occlusion = 1; + float3 Emission = staticSwitch13_g11942; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float AlphaClipThresholdShadow = _ShadowClip; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = ClipPos.z; + #endif - float3 BaseColor = temp_output_340_0.rgb; - float3 Normal = unpack3_g11915; - float3 Emission = staticSwitch13_g11915; - float3 Specular = 0.5; - float Metallic = staticSwitch23_g11915; - float Smoothness = staticSwitch22_g11915; - float Occlusion = 1; - float Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - float AlphaClipThresholdShadow = _ShadowClip; - float3 BakedGI = 0; - float3 RefractionColor = 1; - float RefractionIndex = 1; - float3 Transmission = 1; - float3 Translucency = 1; + #ifdef _CLEARCOAT + float CoatMask = 0; + float CoatSmoothness = 0; + #endif - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; - #endif + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif - #ifdef _CLEARCOAT - float CoatMask = 0; - float CoatSmoothness = 0; - #endif + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS) + ShadowCoord = TransformWorldToShadowCoord( PositionWS ); + #endif - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); - #endif + InputData inputData = (InputData)0; + inputData.positionWS = PositionWS; + inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); + inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; + inputData.viewDirectionWS = ViewDirWS; + inputData.shadowCoord = ShadowCoord; - InputData inputData = (InputData)0; - inputData.positionWS = WorldPosition; - inputData.positionCS = input.positionCS; - inputData.viewDirectionWS = WorldViewDirection; + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS)); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + #else + inputData.normalWS = NormalWS; + #endif - #ifdef _NORMALMAP - #if _NORMAL_DROPOFF_TS - inputData.normalWS = - TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); - #elif _NORMAL_DROPOFF_OS - inputData.normalWS = TransformObjectToWorldNormal(Normal); - #elif _NORMAL_DROPOFF_WS - inputData.normalWS = Normal; - #endif - inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); - #else - inputData.normalWS = WorldNormal; - #endif + #ifdef ASE_FOG + inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - inputData.shadowCoord = ShadowCoords; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); - #else - inputData.shadowCoord = float4(0, 0, 0, 0); - #endif + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = input.lightmapUVOrVertexSH.xyz; + #endif - #ifdef ASE_FOG - inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), - input.fogFactorAndVertexLight.x); - #endif - #ifdef _ADDITIONAL_LIGHTS_VERTEX - inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; - #endif + #if defined(_SCREEN_SPACE_IRRADIANCE) + inputData.bakedGI = SAMPLE_GI(_ScreenSpaceIrradiance, input.positionCS.xy); + #elif defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), + inputData.normalWS, + inputData.viewDirectionWS, + input.positionCS.xy, + input.probeOcclusion, + inputData.shadowMask ); + #else + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #endif - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) - float3 SH = SampleSH(inputData.normalWS.xyz); - #else - float3 SH = input.lightmapUVOrVertexSH.xyz; - #endif + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif - #if defined(DYNAMICLIGHTMAP_ON) - inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, - inputData.normalWS); - inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); - #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) - inputData.bakedGI = SAMPLE_GI(SH, GetAbsolutePositionWS(inputData.positionWS), - inputData.normalWS, - inputData.viewDirectionWS, - input.positionCS.xy, - input.probeOcclusion, - inputData.shadowMask); - #else - inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); - inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); - #endif + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + inputData.probeOcclusion = input.probeOcclusion; + #endif + #endif - #ifdef ASE_BAKEDGI - inputData.bakedGI = BakedGI; - #endif + SurfaceData surfaceData; + surfaceData.albedo = BaseColor; + surfaceData.metallic = saturate(Metallic); + surfaceData.specular = Specular; + surfaceData.smoothness = saturate(Smoothness), + surfaceData.occlusion = Occlusion, + surfaceData.emission = Emission, + surfaceData.alpha = saturate(Alpha); + surfaceData.normalTS = Normal; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; - inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + #ifdef _CLEARCOAT + surfaceData.clearCoatMask = saturate(CoatMask); + surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); + #endif - #if defined(DEBUG_DISPLAY) - #if defined(DYNAMICLIGHTMAP_ON) - inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; - #endif - #if defined(LIGHTMAP_ON) - inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; - #else - inputData.vertexSH = SH; - #endif - #if defined(USE_APV_PROBE_OCCLUSION) - inputData.probeOcclusion = input.probeOcclusion; - #endif - #endif + #if defined(_DBUFFER) + ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); + #endif - SurfaceData surfaceData; - surfaceData.albedo = BaseColor; - surfaceData.metallic = saturate(Metallic); - surfaceData.specular = Specular; - surfaceData.smoothness = saturate(Smoothness), - surfaceData.occlusion = Occlusion, - surfaceData.emission = Emission, - surfaceData.alpha = saturate(Alpha); - surfaceData.normalTS = Normal; - surfaceData.clearCoatMask = 0; - surfaceData.clearCoatSmoothness = 1; + #ifdef ASE_LIGHTING_SIMPLE + half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData); + #else + half4 color = UniversalFragmentPBR( inputData, surfaceData); + #endif - #ifdef _CLEARCOAT - surfaceData.clearCoatMask = saturate(CoatMask); - surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); - #endif + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; - #ifdef _DBUFFER - ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); - #endif - - #ifdef _ASE_LIGHTING_SIMPLE - half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData); - #else - half4 color = UniversalFragmentPBR(inputData, surfaceData); - #endif - - #ifdef ASE_TRANSMISSION - { - float shadow = _TransmissionShadow; - - #define SUM_LIGHT_TRANSMISSION(Light)\ + #define SUM_LIGHT_TRANSMISSION(Light)\ float3 atten = Light.color * Light.distanceAttenuation;\ atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\ color.rgb += BaseColor * transmission; - SUM_LIGHT_TRANSMISSION(GetMainLight(inputData.shadowCoord)); + SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); - #if defined(_ADDITIONAL_LIGHTS) - uint meshRenderingLayers = GetMeshRenderingLayer(); - uint pixelLightCount = GetAdditionalLightsCount(); - #if USE_FORWARD_PLUS - [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); - lightIndex++) - { - FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_CLUSTER_LIGHT_LOOP + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK - #ifdef _LIGHT_LAYERS - Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); - if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) - #endif - { - SUM_LIGHT_TRANSMISSION(light); - } + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } } - #endif - LIGHT_LOOP_BEGIN(pixelLightCount) - #ifdef _LIGHT_LAYERS - Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); - if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) - #endif - { - SUM_LIGHT_TRANSMISSION(light); - } - LIGHT_LOOP_END - #endif + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + LIGHT_LOOP_END + #endif } - #endif + #endif - #ifdef ASE_TRANSLUCENCY - { - float shadow = _TransShadow; - float normal = _TransNormal; - float scattering = _TransScattering; - float direct = _TransDirect; - float ambient = _TransAmbient; - float strength = _TransStrength; + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; - #define SUM_LIGHT_TRANSLUCENCY(Light)\ + #define SUM_LIGHT_TRANSLUCENCY(Light)\ float3 atten = Light.color * Light.distanceAttenuation;\ atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ half3 lightDir = Light.direction + inputData.normalWS * normal;\ @@ -4909,35489 +4393,30730 @@ max(_SplitToningContrast, 0.0001))), _SplitToningFade); half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\ color.rgb += BaseColor * translucency * strength; - SUM_LIGHT_TRANSLUCENCY(GetMainLight(inputData.shadowCoord)); + SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); - #if defined(_ADDITIONAL_LIGHTS) - uint meshRenderingLayers = GetMeshRenderingLayer(); - uint pixelLightCount = GetAdditionalLightsCount(); - #if USE_FORWARD_PLUS - [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); - lightIndex++) - { - FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_CLUSTER_LIGHT_LOOP + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK - #ifdef _LIGHT_LAYERS - Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); - if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) - #endif - { - SUM_LIGHT_TRANSLUCENCY(light); - } + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } } - #endif - LIGHT_LOOP_BEGIN(pixelLightCount) - #ifdef _LIGHT_LAYERS - Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); - if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) - #endif - { - SUM_LIGHT_TRANSLUCENCY(light); - } - LIGHT_LOOP_END - #endif + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + LIGHT_LOOP_END + #endif } - #endif + #endif - #ifdef ASE_REFRACTION - float4 projScreenPos = ScreenPos / ScreenPos.w; - float3 refractionOffset = (RefractionIndex - 1.0) * mul(UNITY_MATRIX_V, float4(WorldNormal, 0)).xyz * ( - 1.0 - dot(WorldNormal, WorldViewDirection)); - projScreenPos.xy += refractionOffset.xy; - float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR(projScreenPos.xy) * RefractionColor; - color.rgb = lerp(refraction, color.rgb, color.a); - color.a = 1; - #endif + #ifdef ASE_REFRACTION + float4 projScreenPos = ScreenPos / ScreenPos.w; + float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) ); + projScreenPos.xy += refractionOffset.xy; + float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; + color.rgb = lerp( refraction, color.rgb, color.a ); + color.a = 1; + #endif - #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY - color.rgb *= color.a; - #endif + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif - #ifdef ASE_FOG - #ifdef TERRAIN_SPLAT_ADDPASS - color.rgb = MixFogColor(color.rgb, half3(0, 0, 0), inputData.fogCoord); - #else - color.rgb = MixFog(color.rgb, inputData.fogCoord); - #endif - #endif + #ifdef ASE_FOG + #ifdef TERRAIN_SPLAT_ADDPASS + color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord); + #else + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + #endif - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; - #endif + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif - #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); - #endif + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif - return color; - } - ENDHLSL - } + #if defined( ASE_OPAQUE_KEEP_ALPHA ) + return half4( color.rgb, color.a ); + #else + return half4( color.rgb, OutputAlpha( color.a, isTransparent ) ); + #endif + } + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - Pass - { + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW - Name "ShadowCaster" - Tags - { - "LightMode"="ShadowCaster" - } + #pragma vertex vert + #pragma fragment frag - ZWrite On - ZTest LEqual - AlphaToMask Off - ColorMask 0 + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif + #endif - HLSLPROGRAM - #pragma multi_compile _ALPHATEST_ON - #define _NORMAL_DROPOFF_TS 1 - #pragma multi_compile_instancing - #pragma multi_compile _ LOD_FADE_CROSSFADE - #define ASE_FOG 1 - #define _ALPHATEST_SHADOW_ON 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define _EMISSION - #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #define SHADERPASS SHADERPASS_SHADOWCASTER - - #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW - - #pragma vertex vert - #pragma fragment frag - - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 - #endif - - #define SHADERPASS SHADERPASS_SHADOWCASTER - - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - #if defined(LOD_FADE_CROSSFADE) + #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_SCREEN_POSITION - #define ASE_NEEDS_WORLD_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - - #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) - #define ASE_SV_DEPTH SV_DepthLessEqual - #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid - #else - #define ASE_SV_DEPTH SV_Depth - #define ASE_SV_POSITION_QUALIFIERS - #endif - - struct Attributes - { - float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct PackedVaryings - { - ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float3 positionWS : TEXCOORD1; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD2; - #endif - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowColor; - float4 _SineGlowMask_ST; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBRedTint; - float4 _RecolorRGBGreenTint; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPCyanTint; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPYellowTint; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - float4 _EmissionTint; - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - float4 _FrozenSnowColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionSpeed; - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnPosition; - float2 _BurnEdgeNoiseScale; - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineDistortionIntensity; - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineNoiseSpeed; - float2 _InnerOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - float2 _UVDistortTo; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowDensity; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - #endif - float _NormalIntensity; - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - float _Metallic; - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - float _Smoothness; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - float _RainbowSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneInvert; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Fade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSaturation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - float _EnchantedBrightness; - float _EnchantedReduce; - float _EnchantedFade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - int _TextureLayer2Rows; - int _TextureLayer2Columns; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSpeed; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowBrightness; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON - float _ShineRotation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowDensity; - #endif - #ifdef _ENABLESHINE_ON - float _ShineFrequency; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSpeed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - float _SineRotateFade; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeSmoothness; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - float _PingPongGlowFrequency; - #endif - float _AlphaClip; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - float _InnerOutlineFade; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - float _AddHueContrast; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - float _ColorReplaceRange; - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - float _FlameRadius; - float _FlameNoiseFactor; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - float _AddHueSaturation; - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - #endif - float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; - #endif - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - float _Brightness; - float _ShadowClip; - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - - - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - float3 _LightDirection; - float3 _LightPosition; - - PackedVaryings VertexFunction(Attributes input) - { - PackedVaryings output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, - 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - output.ase_texcoord3.xy = input.ase_texcoord.xy; - output.ase_texcoord4 = input.positionOS; - output.ase_color = input.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord3.zw = 0; - - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = input.positionOS.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - - float3 vertexValue = float3(staticSwitch142, 0.0); - #ifdef ASE_ABSOLUTE_VERTEX_POS - input.positionOS.xyz = vertexValue; - #else - input.positionOS.xyz += vertexValue; - #endif - - input.normalOS = input.normalOS; - - float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); - float3 normalWS = TransformObjectToWorldDir(input.normalOS); - - #if _CASTING_PUNCTUAL_LIGHT_SHADOW - float3 lightDirectionWS = normalize(_LightPosition - positionWS); - #else - float3 lightDirectionWS = _LightDirection; - #endif - - float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); - - //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher - positionCS = ApplyShadowClamping(positionCS); - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - VertexPositionInputs vertexInput = (VertexPositionInputs)0; - vertexInput.positionWS = positionWS; - vertexInput.positionCS = positionCS; - output.shadowCoord = GetShadowCoord(vertexInput); - #endif - - output.positionCS = positionCS; - output.clipPosV = positionCS; - output.positionWS = positionWS; - return output; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(Attributes input) - { - VertexControl output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - output.positionOS = input.positionOS; - output.normalOS = input.normalOS; - output.ase_texcoord = input.ase_texcoord; - output.ase_color = input.ase_color; - return output; - } - - TessellationFactors TessellationFunction(InputPatch input) - { - TessellationFactors output; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin -, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w; + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + float4 _MainTex_TexelSize; + float4 _EmissionTint; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + float4 _CamouflageColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 _LightDirection; + float3 _LightPosition; + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11767( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11776( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11796( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11779( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11781( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11937 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); + #else + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); + #else + float2 staticSwitch6_g11937 = staticSwitch4_g11937; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11937 = staticSwitch6_g11937; + #endif + float2 temp_output_424_0 = staticSwitch10_g11937; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord1.xy = input.ase_texcoord.xy; + output.ase_texcoord2 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord1.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + float3 normalWS = TransformObjectToWorldDir(input.normalOS); + + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + + float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + + //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher + positionCS = ApplyShadowClamping(positionCS); + + output.positionCS = positionCS; + output.positionWS = positionWS; return output; } - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; - [domain("tri")] - PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - Attributes output = (Attributes)0; - output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * - bary.z; - output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2]. - ase_texcoord * bary.z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary - .z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot( - patch[i].positionOS.xyz, patch[i].normalOS)); - float phongStrength = _TessPhongStrength; - output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength -) * output.positionOS.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], output); - return VertexFunction (output); + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; } - #else - PackedVaryings vert(Attributes input) - { - return VertexFunction(input); - } - #endif - half4 frag(PackedVaryings input - #ifdef ASE_DEPTH_WRITE_ON - ,out float outputDepth : ASE_SV_DEPTH - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } - float3 WorldPosition = input.positionWS; - float4 ShadowCoords = float4(0, 0, 0, 0); - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos(input.clipPosV); + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord(WorldPosition); - #endif - #endif + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif - float2 texCoord363 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), - float3(0, 0, 1), (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), - length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.ase_texcoord4.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), - float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * - 2.0 * - _DirectionalDistortionRandomDirection) * - PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), - (((_DirectionalDistortionRotation / 180.0) + - -0.25) * PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + WorldPosition.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * - _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * - _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / - 360.0) - * PI) * _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, -clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((input.ase_color.r * ( - (_SmokeVertexSeed) ? (5.0) : (0.0))) + - temp_output_43_0_g11765) * temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow(clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * - _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + - temp_output_75_0_g11771) * - _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow( - saferPower57_g11805, - (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + - break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * - temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11782) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - -0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * - temp_output_186_0_g11810)))).rgb * - temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + - temp_output_7_0_g11810) * _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11810))).a, - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth - * float2(-1, 0)) * temp_output_25_0_g11810))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(1, 0)) * temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0.705, 0.705)) * temp_output_25_0_g11810))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(0.705, -0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(-0.705, -0.705)) * - temp_output_25_0_g11810))).a) * 3.0), - 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + ( - _PixelOutlineTextureSpeed * - temp_output_39_0_g11773)))).rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, -1)) * - temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(0, 1)) * temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) * temp_output_209_0_g11787))).a) * - 3.0), - 1.0), temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + - 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), - max(_HologramContrast, 0.0001))), - (max(pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + - WorldPosition.y) / temp_output_44_0_g11815) * _HologramLineFrequency))), - _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * - _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820 - .y + break2_g11820.y + break2_g11820.z) / 6.0) * - _GlitchBrightness - * hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + - temp_output_99_0_g11852) * _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + - break2_g11855.y + break2_g11855.y + break2_g11855.z) / - 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11845 * _MetalNoiseSpeed) + - temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = input.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + + float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; + #else + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); + #endif + float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); + #else + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11786 = staticSwitch5_g11786; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; + #else + float2 staticSwitch9_g11786 = staticSwitch7_g11786; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; + #else + float2 staticSwitch16_g11786 = staticSwitch9_g11786; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); + #else + float2 staticSwitch14_g11786 = staticSwitch16_g11786; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; + #else + float2 staticSwitch4_g11786 = staticSwitch14_g11786; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11786 = staticSwitch4_g11786; + #endif + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); + #else + float staticSwitch18_g11797 = temp_output_7_0_g11797; + #endif + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); + #else + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; + #endif + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; + #else + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; + #else + float4 staticSwitch3_g11777 = staticSwitch2_g11777; + #endif + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; + #else + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); + #else + float4 staticSwitch6_g11782 = staticSwitch2_g11782; + #endif + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch81_g11831 = appendResult91_g11831; + #endif + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; + #else + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; + #endif + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; + else + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; + #else + float4 staticSwitch9_g11799 = staticSwitch43_g11799; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; + #else + float4 staticSwitch29_g11799 = staticSwitch9_g11799; + #endif + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; + #else + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; + #endif + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; + #else + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; + #else + float4 staticSwitch33_g11799 = staticSwitch32_g11799; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; + #else + float4 staticSwitch36_g11799 = staticSwitch33_g11799; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; + #else + float4 staticSwitch30_g11799 = staticSwitch36_g11799; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; + #else + float4 staticSwitch20_g11799 = staticSwitch30_g11799; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; + #else + float4 staticSwitch17_g11799 = staticSwitch20_g11799; + #endif + float temp_output_39_0_g11799 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; + #else + float4 staticSwitch19_g11799 = staticSwitch17_g11799; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); + #else + float staticSwitch33_g11821 = _AddHueFade; + #endif + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; + #else + float4 staticSwitch23_g11799 = staticSwitch19_g11799; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); + #else + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; + #endif + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; + #else + float4 staticSwitch28_g11799 = staticSwitch23_g11799; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; + #else + float4 staticSwitch38_g11799 = staticSwitch28_g11799; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); + #else + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; + #endif + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11808 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); + #else + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; + #endif + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; + #else + float4 staticSwitch12_g11799 = staticSwitch38_g11799; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); + #else + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; + #endif + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11836 = 1.0; + #else + float staticSwitch203_g11836 = temp_output_182_0_g11836; + #endif + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11836 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); + #else + float staticSwitch200_g11836 = lerpResult168_g11836; + #endif + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; + #else + float4 staticSwitch13_g11799 = staticSwitch12_g11799; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); + #else + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; + #endif + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11813 = 1.0; + #else + float staticSwitch203_g11813 = temp_output_182_0_g11813; + #endif + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); + #else + float staticSwitch200_g11813 = lerpResult168_g11813; + #endif + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; + #else + float4 staticSwitch48_g11799 = staticSwitch13_g11799; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; + #else + float4 staticSwitch46_g11799 = staticSwitch48_g11799; + #endif + float4 temp_output_361_0 = staticSwitch46_g11799; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); + #else + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; + #endif + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; + #else + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); + #else + float staticSwitch60_g11872 = _MetalFade; + #endif + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; + #else + float4 staticSwitch28_g11849 = staticSwitch26_g11849; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; + #else + float4 staticSwitch29_g11849 = staticSwitch28_g11849; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; + #else + float4 staticSwitch32_g11849 = staticSwitch29_g11849; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; + #else + float4 staticSwitch34_g11849 = staticSwitch32_g11849; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); + #else + float staticSwitch98_g11850 = _ShineFade; + #endif + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; + #else + float4 staticSwitch36_g11849 = staticSwitch34_g11849; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; + #else + float4 staticSwitch39_g11849 = staticSwitch36_g11849; + #endif + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; + #else + float3 staticSwitch50_g11889 = lerpResult42_g11889; + #endif + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11889 = lerpResult44_g11889; + #else + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); + #endif + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; + #else + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; + #endif + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; + #else + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; + #else + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; + #endif + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); + #else + float2 staticSwitch73_g11901 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; + #else + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; + #endif + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); + #else + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; + #endif + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; + #else + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; + #endif + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); + #else + float2 staticSwitch73_g11897 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; + #else + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; + #endif + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); + #else + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; + #endif + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; + #else + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; + #endif + float4 temp_output_473_0 = staticSwitch15_g11897; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11905 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11906 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11907 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; + #else + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; + #else + float4 staticSwitch5_g11907 = staticSwitch3_g11907; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; + #else + float4 staticSwitch8_g11907 = staticSwitch5_g11907; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; + #else + float4 staticSwitch9_g11907 = staticSwitch8_g11907; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; + #else + float4 staticSwitch11_g11907 = staticSwitch9_g11907; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; + #else + float4 staticSwitch15_g11907 = staticSwitch11_g11907; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; + #else + float4 staticSwitch13_g11907 = staticSwitch15_g11907; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); + #else + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; + #endif + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11923 = staticSwitch16_g11923; + #endif + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; + #else + float4 staticSwitch5_g11922 = staticSwitch13_g11907; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; + #else + float4 staticSwitch11_g11922 = staticSwitch5_g11922; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); + #else + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; + #endif + float4 break2_g11929 = temp_output_1_0_g11927; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); + #else + float3 staticSwitch22_g11927 = staticSwitch21_g11927; + #endif + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; + #else + float4 staticSwitch7_g11922 = staticSwitch11_g11922; + #endif + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; + #ifdef _ENABLESHADOW_ON + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; + #else + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); + #endif + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; + #else + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11777 = 1.0; + #else + float staticSwitch9_g11777 = staticSwitch8_g11777; + #endif + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11934; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11941 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; + #else + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; + #endif + float4 temp_output_340_0 = staticSwitch6_g11941; + + + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float AlphaClipThresholdShadow = _ShadowClip; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #if defined( _ALPHATEST_ON ) + #if defined( _ALPHATEST_SHADOW_ON ) + AlphaDiscard( Alpha, AlphaClipThresholdShadow ); + #else + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask R + AlphaToMask Off + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - float Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - float AlphaClipThresholdShadow = _ShadowClip; + #pragma vertex vert + #pragma fragment frag - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; - #endif + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif + #endif - #ifdef _ALPHATEST_SHADOW_ON - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThresholdShadow); - #else - clip(Alpha - AlphaClipThreshold); - #endif - #endif + #define SHADERPASS SHADERPASS_DEPTHONLY - #if defined(LOD_FADE_CROSSFADE) - LODFadeCrossFade(input.positionCS); - #endif - - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; - #endif - - return 0; - } - ENDHLSL - } - - - Pass - { - - Name "DepthOnly" - Tags - { - "LightMode"="DepthOnly" - } - - ZWrite On - ColorMask R - AlphaToMask Off - - HLSLPROGRAM - #pragma multi_compile _ALPHATEST_ON - #define _NORMAL_DROPOFF_TS 1 - #pragma multi_compile_instancing - #pragma multi_compile _ LOD_FADE_CROSSFADE - #define ASE_FOG 1 - #define _ALPHATEST_SHADOW_ON 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define _EMISSION - #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 - - - #pragma vertex vert - #pragma fragment frag - - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 - #endif - - #define SHADERPASS SHADERPASS_DEPTHONLY - - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - #if defined(LOD_FADE_CROSSFADE) + #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_SCREEN_POSITION - #define ASE_NEEDS_WORLD_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - - #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) - #define ASE_SV_DEPTH SV_DepthLessEqual - #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid - #else - #define ASE_SV_DEPTH SV_Depth - #define ASE_SV_POSITION_QUALIFIERS - #endif - - struct Attributes - { - float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct PackedVaryings - { - ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float3 positionWS : TEXCOORD1; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD2; - #endif - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowColor; - float4 _SineGlowMask_ST; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBRedTint; - float4 _RecolorRGBGreenTint; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPCyanTint; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPYellowTint; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - float4 _EmissionTint; - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - float4 _FrozenSnowColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionSpeed; - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnPosition; - float2 _BurnEdgeNoiseScale; - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineDistortionIntensity; - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineNoiseSpeed; - float2 _InnerOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - float2 _UVDistortTo; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowDensity; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - #endif - float _NormalIntensity; - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - float _Metallic; - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - float _Smoothness; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - float _RainbowSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneInvert; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Fade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSaturation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - float _EnchantedBrightness; - float _EnchantedReduce; - float _EnchantedFade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - int _TextureLayer2Rows; - int _TextureLayer2Columns; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSpeed; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowBrightness; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON - float _ShineRotation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowDensity; - #endif - #ifdef _ENABLESHINE_ON - float _ShineFrequency; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSpeed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - float _SineRotateFade; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeSmoothness; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - float _PingPongGlowFrequency; - #endif - float _AlphaClip; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - float _InnerOutlineFade; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - float _AddHueContrast; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - float _ColorReplaceRange; - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - float _FlameRadius; - float _FlameNoiseFactor; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - float _AddHueSaturation; - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - #endif - float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; - #endif - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - float _Brightness; - float _ShadowClip; - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - - - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - PackedVaryings VertexFunction(Attributes input) - { - PackedVaryings output = (PackedVaryings)0; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + - _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - output.ase_texcoord3.xy = input.ase_texcoord.xy; - output.ase_texcoord4 = input.positionOS; - output.ase_color = input.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord3.zw = 0; - - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = input.positionOS.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - - float3 vertexValue = float3(staticSwitch142, 0.0); - - #ifdef ASE_ABSOLUTE_VERTEX_POS - input.positionOS.xyz = vertexValue; - #else - input.positionOS.xyz += vertexValue; - #endif - - input.normalOS = input.normalOS; - - VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - output.shadowCoord = GetShadowCoord(vertexInput); - #endif - - output.positionCS = vertexInput.positionCS; - output.clipPosV = vertexInput.positionCS; - output.positionWS = vertexInput.positionWS; - return output; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(Attributes input) - { - VertexControl output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - output.positionOS = input.positionOS; - output.normalOS = input.normalOS; - output.ase_texcoord = input.ase_texcoord; - output.ase_color = input.ase_color; - return output; - } - - TessellationFactors TessellationFunction(InputPatch input) - { - TessellationFactors output; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin -, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w; + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + float4 _MainTex_TexelSize; + float4 _EmissionTint; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + float4 _CamouflageColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11767( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11776( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11796( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11779( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11781( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11937 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); + #else + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); + #else + float2 staticSwitch6_g11937 = staticSwitch4_g11937; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11937 = staticSwitch6_g11937; + #endif + float2 temp_output_424_0 = staticSwitch10_g11937; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord1.xy = input.ase_texcoord.xy; + output.ase_texcoord2 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord1.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; return output; } - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - Attributes output = (Attributes)0; - output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * - bary.z; - output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2]. - ase_texcoord * bary.z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary - .z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot( - patch[i].positionOS.xyz, patch[i].normalOS)); - float phongStrength = _TessPhongStrength; - output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength -) * output.positionOS.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], output); - return VertexFunction (output); - } - #else - PackedVaryings vert(Attributes input) - { - return VertexFunction(input); - } - #endif - - half4 frag(PackedVaryings input - #ifdef ASE_DEPTH_WRITE_ON - ,out float outputDepth : ASE_SV_DEPTH - #endif - ) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); - - float3 WorldPosition = input.positionWS; - float4 ShadowCoords = float4(0, 0, 0, 0); - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos(input.clipPosV); - - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord(WorldPosition); - #endif - #endif - - float2 texCoord363 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3( - (appendResult27_g11671 + - temp_output_1_0_g11671), 0.0), - float3(0, 0, 1), - (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.ase_texcoord4.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2( - 0.321, 0.321)) * _FullDistortionNoiseScale)) - .r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * - _DirectionalDistortionDistortionScale)) - .r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, - 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) - * 2.0 * - _DirectionalDistortionRandomDirection) - * PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), - (((_DirectionalDistortionRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + WorldPosition.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * - shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) - * _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * (( - _SineRotateAngle / 360.0) * PI) * _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) * - temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow( - clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) - * _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, - clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow( - saferPower57_g11805, - (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow( - saferPower57_g11803, - max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + - break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * - temp_output_179_0_g11782)))).rgb * temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11782) * - _InnerOutlineNoiseScale)) - .r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, -(temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0, 1)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - 0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - 0.705, -0.705)) * temp_output_25_0_g11782))) - .a), tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(-0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + ( - _OuterOutlineTextureSpeed * - temp_output_186_0_g11810)))).rgb * - temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(0, -1)) * - temp_output_25_0_g11810))).a, - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(0, 1)) * - temp_output_25_0_g11810))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2(1, 0)) - * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0.705, 0.705)) * temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth - * float2(-0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2(0.705, -0.705)) - * temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11810))).a) * 3.0), 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * - temp_output_39_0_g11773)))).rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2( - 0, -1)) * - temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(0, 1)) * temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(-1, 0)) * temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11787))).a) * - 3.0), 1.0), temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), - max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * - temp_output_44_0_g11815 * 0.2)) + WorldPosition - .y) / temp_output_44_0_g11815) * - _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + - break2_g11820.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + - temp_output_99_0_g11852) * _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + - break2_g11855.y + break2_g11855.y + break2_g11855.z) / - 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11845 * _MetalNoiseSpeed) + - temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = input.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; - - - float Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; - #endif - - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); - #endif - - #if defined(LOD_FADE_CROSSFADE) - LODFadeCrossFade(input.positionCS); - #endif - - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; - #endif - - return 0; - } - ENDHLSL - } - - - Pass - { - - Name "Meta" - Tags - { - "LightMode"="Meta" - } - - Cull Off - - HLSLPROGRAM - #pragma multi_compile_fragment _ALPHATEST_ON - #define _NORMAL_DROPOFF_TS 1 - #define ASE_FOG 1 - #define _ALPHATEST_SHADOW_ON 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define _EMISSION - #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 - - #pragma shader_feature EDITOR_VISUALIZATION - - #pragma vertex vert - #pragma fragment frag - - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 - #endif - - #define SHADERPASS SHADERPASS_META - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_WORLD_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON - - - struct Attributes - { - float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 texcoord0 : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct PackedVaryings - { - float4 positionCS : SV_POSITION; - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 positionWS : TEXCOORD0; - #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD1; - #endif - #ifdef EDITOR_VISUALIZATION - float4 VizUV : TEXCOORD2; - float4 LightCoord : TEXCOORD3; - #endif - float4 ase_texcoord4 : TEXCOORD4; - float4 ase_texcoord5 : TEXCOORD5; - float4 ase_texcoord6 : TEXCOORD6; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowColor; - float4 _SineGlowMask_ST; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBRedTint; - float4 _RecolorRGBGreenTint; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPCyanTint; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPYellowTint; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - #ifdef _EMISSIONTOGGLE_ON - float4 _EmissionTint; - #endif - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - float4 _FrozenSnowColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionSpeed; - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnPosition; - float2 _BurnEdgeNoiseScale; - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineDistortionIntensity; - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineNoiseSpeed; - float2 _InnerOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - float2 _UVDistortTo; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowDensity; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - #endif - float _NormalIntensity; - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - float _Metallic; - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - float _Smoothness; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - float _RainbowSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneInvert; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Fade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSaturation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - float _EnchantedBrightness; - float _EnchantedReduce; - float _EnchantedFade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - int _TextureLayer2Rows; - int _TextureLayer2Columns; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSpeed; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowBrightness; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON - float _ShineRotation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowDensity; - #endif - #ifdef _ENABLESHINE_ON - float _ShineFrequency; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSpeed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - float _SineRotateFade; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeSmoothness; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - float _PingPongGlowFrequency; - #endif - float _AlphaClip; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - float _InnerOutlineFade; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - float _AddHueContrast; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - float _ColorReplaceRange; - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - float _FlameRadius; - float _FlameNoiseFactor; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - float _AddHueSaturation; - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - #endif - float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; - #endif - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - float _Brightness; - float _ShadowClip; - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - - - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - #ifdef _EMISSIONTOGGLE_ON - sampler2D _EmissionMap; - #endif - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - PackedVaryings VertexFunction(Attributes input) - { - PackedVaryings output = (PackedVaryings)0; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = input.texcoord0.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.texcoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = input.texcoord0.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), - length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.texcoord0.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - output.ase_texcoord5 = screenPos; - - output.ase_texcoord4.xy = input.texcoord0.xy; - output.ase_texcoord6 = input.positionOS; - output.ase_color = input.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord4.zw = 0; - - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = input.positionOS.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - - float3 vertexValue = float3(staticSwitch142, 0.0); - - #ifdef ASE_ABSOLUTE_VERTEX_POS - input.positionOS.xyz = vertexValue; - #else - input.positionOS.xyz += vertexValue; - #endif - - input.normalOS = input.normalOS; - - float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); - - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - output.positionWS = positionWS; - #endif - - output.positionCS = MetaVertexPosition(input.positionOS, input.texcoord1.xy, input.texcoord1.xy, - unity_LightmapST, unity_DynamicLightmapST); - - #ifdef EDITOR_VISUALIZATION - float2 VizUV = 0; - float4 LightCoord = 0; - UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, - VizUV, LightCoord); - output.VizUV = float4(VizUV, 0, 0); - output.LightCoord = LightCoord; - #endif - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - VertexPositionInputs vertexInput = (VertexPositionInputs)0; - vertexInput.positionWS = positionWS; - vertexInput.positionCS = output.positionCS; - output.shadowCoord = GetShadowCoord(vertexInput); - #endif - - return output; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 texcoord0 : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(Attributes input) - { - VertexControl output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - output.positionOS = input.positionOS; - output.normalOS = input.normalOS; - output.texcoord0 = input.texcoord0; - output.texcoord1 = input.texcoord1; - output.texcoord2 = input.texcoord2; - output.ase_color = input.ase_color; - return output; - } - - TessellationFactors TessellationFunction(InputPatch input) - { - TessellationFactors output; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin -, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w; + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; return output; } - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - Attributes output = (Attributes)0; - output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * - bary.z; - output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary - .z; - output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary - .z; - output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary - .z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary - .z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot( - patch[i].positionOS.xyz, patch[i].normalOS)); - float phongStrength = _TessPhongStrength; - output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength -) * output.positionOS.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], output); - return VertexFunction (output); - } - #else - PackedVaryings vert(Attributes input) - { - return VertexFunction(input); - } - #endif - - half4 frag(PackedVaryings input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); - - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 WorldPosition = input.positionWS; - #endif - - float4 ShadowCoords = float4(0, 0, 0, 0); - - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord(WorldPosition); - #endif - #endif - - float2 texCoord363 = input.ase_texcoord4.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = input.ase_texcoord5; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3( - (appendResult27_g11671 + - temp_output_1_0_g11671), 0.0), - float3(0, 0, 1), - (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = input.ase_texcoord4.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), - length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord4.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.ase_texcoord6.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * - _DirectionalDistortionRandomDirection) * PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), - (((_DirectionalDistortionRotation / 180.0) + - - 0.25) * PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + WorldPosition.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * - _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * - temp_output_25_0_g11730)) * - _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord4.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * - PI) * - _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord4.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord4.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + - temp_output_43_0_g11765) * temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow( - clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * - _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow( - saferPower57_g11805, - (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow(saferPower57_g11803, - max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + - break2_g11801.y + break2_g11801.y + - break2_g11801.z) / 6.0), 0.0001), - max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord4.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord4.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11782) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * - float2(0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * float2(0, 1)) - * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0.705, 0.705)) * temp_output_25_0_g11782))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - 0.705, -0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(-0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * - temp_output_186_0_g11810)))).rgb * temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min( - (max( - max( - max( - max( - max( - max( - max( - tex2D( - _MainTex, - ( - temp_output_131_0_g11810 - + - (( - _OuterOutlineWidth - * - float2( - 0, - - - 1)) - * - temp_output_25_0_g11810))) - .a, - tex2D( - _MainTex, - ( - temp_output_131_0_g11810 - + - (( - _OuterOutlineWidth - * - float2( - 0, - 1)) - * - temp_output_25_0_g11810))) - .a), - tex2D( - _MainTex, - ( - temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * - float2( - - - 1, - 0)) - * - temp_output_25_0_g11810))) - .a), - tex2D( - _MainTex, - ( - temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * - float2( - 1, - 0)) - * - temp_output_25_0_g11810))) - .a), - tex2D( - _MainTex, - (temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * float2( - 0.705, - 0.705)) - * temp_output_25_0_g11810))) - .a), - tex2D( - _MainTex, - (temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * float2( - -0.705, - 0.705)) * - temp_output_25_0_g11810))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11810))).a) * 3.0), 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * - temp_output_39_0_g11773)))).rgb * temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(0, -1)) * temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(0, 1)) * temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(-1, 0)) * temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2( - 1, 0)) * - temp_output_209_0_g11787))).a) * 3.0), 1.0), - temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / - 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), - (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + - WorldPosition.y) / temp_output_44_0_g11815) * _HologramLineFrequency))), - _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * - _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820 - .y + break2_g11820.y + break2_g11820.z) / 6.0) * - _GlitchBrightness - * hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + - temp_output_99_0_g11852) * _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + - break2_g11855.y + break2_g11855.y + break2_g11855.z) / - 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11845 * _MetalNoiseSpeed) + - temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = input.ase_texcoord4.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = input.ase_texcoord4.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord4.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord4.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = input.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; - - #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b)); - float2 temp_output_11_0_g11915 = finalUV146; - float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915); - float3 appendResult18_g11915 = ( - float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b)); - float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a); - #else - float3 staticSwitch13_g11915 = float3(0, 0, 0); - #endif - - - float3 BaseColor = temp_output_340_0.rgb; - float3 Emission = staticSwitch13_g11915; - float Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); - #endif - - MetaInput metaInput = (MetaInput)0; - metaInput.Albedo = BaseColor; - metaInput.Emission = Emission; - #ifdef EDITOR_VISUALIZATION - metaInput.VizUV = input.VizUV.xy; - metaInput.LightCoord = input.LightCoord; - #endif - - return UnityMetaFragment(metaInput); - } - ENDHLSL - } - - - Pass - { - - Name "Universal2D" - Tags - { - "LightMode"="Universal2D" - } - - Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha - ZWrite On - ZTest LEqual - Offset 0 , 0 - ColorMask RGBA - - HLSLPROGRAM - #pragma multi_compile_fragment _ALPHATEST_ON - #define _NORMAL_DROPOFF_TS 1 - #define ASE_FOG 1 - #define _ALPHATEST_SHADOW_ON 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define _EMISSION - #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 - - - #pragma vertex vert - #pragma fragment frag - - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 - #endif - - #define SHADERPASS SHADERPASS_2D - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_WORLD_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - - struct Attributes - { - float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct PackedVaryings - { - float4 positionCS : SV_POSITION; - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 positionWS : TEXCOORD0; - #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD1; - #endif - float4 ase_texcoord2 : TEXCOORD2; - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowColor; - float4 _SineGlowMask_ST; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBRedTint; - float4 _RecolorRGBGreenTint; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPCyanTint; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPYellowTint; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - float4 _EmissionTint; - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - float4 _FrozenSnowColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionSpeed; - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnPosition; - float2 _BurnEdgeNoiseScale; - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineDistortionIntensity; - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineNoiseSpeed; - float2 _InnerOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - float2 _UVDistortTo; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowDensity; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - #endif - float _NormalIntensity; - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - float _Metallic; - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - float _Smoothness; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - float _RainbowSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneInvert; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Fade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSaturation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - float _EnchantedBrightness; - float _EnchantedReduce; - float _EnchantedFade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - int _TextureLayer2Rows; - int _TextureLayer2Columns; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSpeed; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowBrightness; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON - float _ShineRotation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowDensity; - #endif - #ifdef _ENABLESHINE_ON - float _ShineFrequency; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSpeed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - float _SineRotateFade; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeSmoothness; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - float _PingPongGlowFrequency; - #endif - float _AlphaClip; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - float _InnerOutlineFade; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - float _AddHueContrast; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - float _ColorReplaceRange; - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - float _FlameRadius; - float _FlameNoiseFactor; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - float _AddHueSaturation; - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - #endif - float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; - #endif - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - float _Brightness; - float _ShadowClip; - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - - - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - PackedVaryings VertexFunction(Attributes input) - { - PackedVaryings output = (PackedVaryings)0; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, - 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - output.ase_texcoord3 = screenPos; - - output.ase_texcoord2.xy = input.ase_texcoord.xy; - output.ase_texcoord4 = input.positionOS; - output.ase_color = input.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord2.zw = 0; - - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = input.positionOS.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - - float3 vertexValue = float3(staticSwitch142, 0.0); - - #ifdef ASE_ABSOLUTE_VERTEX_POS - input.positionOS.xyz = vertexValue; - #else - input.positionOS.xyz += vertexValue; - #endif - - input.normalOS = input.normalOS; - - VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); - - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - output.positionWS = vertexInput.positionWS; - #endif - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - output.shadowCoord = GetShadowCoord(vertexInput); - #endif - - output.positionCS = vertexInput.positionCS; - return output; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(Attributes input) - { - VertexControl output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - output.positionOS = input.positionOS; - output.normalOS = input.normalOS; - output.ase_texcoord = input.ase_texcoord; - output.ase_color = input.ase_color; - return output; - } - - TessellationFactors TessellationFunction(InputPatch input) - { - TessellationFactors output; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin -, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w; + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } - - [domain("tri")] - PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - Attributes output = (Attributes)0; - output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * - bary.z; - output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2]. - ase_texcoord * bary.z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary - .z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot( - patch[i].positionOS.xyz, patch[i].normalOS)); - float phongStrength = _TessPhongStrength; - output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength -) * output.positionOS.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], output); - return VertexFunction (output); + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; } - #else - PackedVaryings vert(Attributes input) - { - return VertexFunction(input); - } - #endif - half4 frag(PackedVaryings input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 WorldPosition = input.positionWS; - #endif + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - float4 ShadowCoords = float4(0, 0, 0, 0); + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord(WorldPosition); - #endif - #endif + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); - float2 texCoord363 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = input.ase_texcoord3; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3( - (appendResult27_g11671 + - temp_output_1_0_g11671), 0.0), - float3(0, 0, 1), - (clampResult29_g11671 * - temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.ase_texcoord4.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), - float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * - 2.0 * - _DirectionalDistortionRandomDirection) * - PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * - _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + WorldPosition.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * - _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * - _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), -float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), -(sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) - * PI) * _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((input.ase_color.r * ( - (_SmokeVertexSeed) ? (5.0) : (0.0))) + - temp_output_43_0_g11765) * temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), -((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow(clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * - _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow( - saferPower57_g11805, - (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + - break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * - temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * - _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11782) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0.705, 0.705)) * temp_output_25_0_g11782))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0.705, -0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * - temp_output_186_0_g11810)))).rgb * temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + - temp_output_7_0_g11810) * _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11810))).a, - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth - * float2(-1, 0)) * temp_output_25_0_g11810))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(1, 0)) * temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0.705, 0.705)) * temp_output_25_0_g11810))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2( - -0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(0.705, -0.705)) * temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(-0.705, -0.705)) * temp_output_25_0_g11810))).a) * 3.0), - 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + ( - _PixelOutlineTextureSpeed * - temp_output_39_0_g11773)))).rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * float2( - 0, -1)) * - temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * - float2(0, 1)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(-1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11787))).a) * 3.0), - 1.0), temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / - 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), - max(_HologramContrast, 0.0001))), - (max(pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + - WorldPosition.y) / temp_output_44_0_g11815) * _HologramLineFrequency))), - _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * - _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + - break2_g11820 - .y + break2_g11820.y + break2_g11820.z) / 6.0) * - _GlitchBrightness - * hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + - temp_output_99_0_g11852) * _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + - break2_g11855.y + break2_g11855.y + break2_g11855.z) / - 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11845 * _MetalNoiseSpeed) + - temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = input.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; + #else + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); + #endif + float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); + #else + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11786 = staticSwitch5_g11786; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; + #else + float2 staticSwitch9_g11786 = staticSwitch7_g11786; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; + #else + float2 staticSwitch16_g11786 = staticSwitch9_g11786; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); + #else + float2 staticSwitch14_g11786 = staticSwitch16_g11786; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; + #else + float2 staticSwitch4_g11786 = staticSwitch14_g11786; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11786 = staticSwitch4_g11786; + #endif + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); + #else + float staticSwitch18_g11797 = temp_output_7_0_g11797; + #endif + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); + #else + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; + #endif + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; + #else + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; + #else + float4 staticSwitch3_g11777 = staticSwitch2_g11777; + #endif + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; + #else + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); + #else + float4 staticSwitch6_g11782 = staticSwitch2_g11782; + #endif + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch81_g11831 = appendResult91_g11831; + #endif + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; + #else + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; + #endif + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; + else + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; + #else + float4 staticSwitch9_g11799 = staticSwitch43_g11799; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; + #else + float4 staticSwitch29_g11799 = staticSwitch9_g11799; + #endif + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; + #else + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; + #endif + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; + #else + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; + #else + float4 staticSwitch33_g11799 = staticSwitch32_g11799; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; + #else + float4 staticSwitch36_g11799 = staticSwitch33_g11799; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; + #else + float4 staticSwitch30_g11799 = staticSwitch36_g11799; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; + #else + float4 staticSwitch20_g11799 = staticSwitch30_g11799; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; + #else + float4 staticSwitch17_g11799 = staticSwitch20_g11799; + #endif + float temp_output_39_0_g11799 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; + #else + float4 staticSwitch19_g11799 = staticSwitch17_g11799; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); + #else + float staticSwitch33_g11821 = _AddHueFade; + #endif + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; + #else + float4 staticSwitch23_g11799 = staticSwitch19_g11799; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); + #else + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; + #endif + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; + #else + float4 staticSwitch28_g11799 = staticSwitch23_g11799; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; + #else + float4 staticSwitch38_g11799 = staticSwitch28_g11799; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); + #else + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; + #endif + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11808 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); + #else + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; + #endif + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; + #else + float4 staticSwitch12_g11799 = staticSwitch38_g11799; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); + #else + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; + #endif + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11836 = 1.0; + #else + float staticSwitch203_g11836 = temp_output_182_0_g11836; + #endif + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11836 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); + #else + float staticSwitch200_g11836 = lerpResult168_g11836; + #endif + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; + #else + float4 staticSwitch13_g11799 = staticSwitch12_g11799; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); + #else + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; + #endif + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11813 = 1.0; + #else + float staticSwitch203_g11813 = temp_output_182_0_g11813; + #endif + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); + #else + float staticSwitch200_g11813 = lerpResult168_g11813; + #endif + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; + #else + float4 staticSwitch48_g11799 = staticSwitch13_g11799; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; + #else + float4 staticSwitch46_g11799 = staticSwitch48_g11799; + #endif + float4 temp_output_361_0 = staticSwitch46_g11799; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); + #else + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; + #endif + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; + #else + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); + #else + float staticSwitch60_g11872 = _MetalFade; + #endif + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; + #else + float4 staticSwitch28_g11849 = staticSwitch26_g11849; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; + #else + float4 staticSwitch29_g11849 = staticSwitch28_g11849; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; + #else + float4 staticSwitch32_g11849 = staticSwitch29_g11849; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; + #else + float4 staticSwitch34_g11849 = staticSwitch32_g11849; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); + #else + float staticSwitch98_g11850 = _ShineFade; + #endif + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; + #else + float4 staticSwitch36_g11849 = staticSwitch34_g11849; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; + #else + float4 staticSwitch39_g11849 = staticSwitch36_g11849; + #endif + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; + #else + float3 staticSwitch50_g11889 = lerpResult42_g11889; + #endif + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11889 = lerpResult44_g11889; + #else + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); + #endif + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; + #else + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; + #endif + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; + #else + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; + #else + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; + #endif + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); + #else + float2 staticSwitch73_g11901 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; + #else + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; + #endif + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); + #else + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; + #endif + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; + #else + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; + #endif + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); + #else + float2 staticSwitch73_g11897 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; + #else + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; + #endif + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); + #else + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; + #endif + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; + #else + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; + #endif + float4 temp_output_473_0 = staticSwitch15_g11897; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11905 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11906 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11907 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; + #else + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; + #else + float4 staticSwitch5_g11907 = staticSwitch3_g11907; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; + #else + float4 staticSwitch8_g11907 = staticSwitch5_g11907; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; + #else + float4 staticSwitch9_g11907 = staticSwitch8_g11907; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; + #else + float4 staticSwitch11_g11907 = staticSwitch9_g11907; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; + #else + float4 staticSwitch15_g11907 = staticSwitch11_g11907; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; + #else + float4 staticSwitch13_g11907 = staticSwitch15_g11907; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); + #else + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; + #endif + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11923 = staticSwitch16_g11923; + #endif + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; + #else + float4 staticSwitch5_g11922 = staticSwitch13_g11907; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; + #else + float4 staticSwitch11_g11922 = staticSwitch5_g11922; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); + #else + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; + #endif + float4 break2_g11929 = temp_output_1_0_g11927; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); + #else + float3 staticSwitch22_g11927 = staticSwitch21_g11927; + #endif + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; + #else + float4 staticSwitch7_g11922 = staticSwitch11_g11922; + #endif + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; + #ifdef _ENABLESHADOW_ON + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; + #else + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); + #endif + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; + #else + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11777 = 1.0; + #else + float staticSwitch9_g11777 = staticSwitch8_g11777; + #endif + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11934; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11941 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; + #else + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; + #endif + float4 temp_output_340_0 = staticSwitch6_g11941; + + + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + + Cull Off + + HLSLPROGRAM + #define ASE_GEOMETRY + #define _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 + + #pragma shader_feature EDITOR_VISUALIZATION + + #pragma vertex vert + #pragma fragment frag + + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif + #endif + + #define SHADERPASS SHADERPASS_META + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON - float3 BaseColor = temp_output_340_0.rgb; - float Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; - half4 color = half4(BaseColor, Alpha); + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + #ifdef EDITOR_VISUALIZATION + float4 VizUV : TEXCOORD1; + float4 LightCoord : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); - #endif + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + float4 _CamouflageColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + - return color; - } - ENDHLSL - } + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + #ifdef _EMISSIONTOGGLE_ON + sampler2D _EmissionMap; + #endif - Pass - { + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11767( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11776( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11796( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11779( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11781( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + - Name "DepthNormals" - Tags - { - "LightMode"="DepthNormals" - } + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - ZWrite On - Blend One Zero - ZTest LEqual - ZWrite On + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11937 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); + #else + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); + #else + float2 staticSwitch6_g11937 = staticSwitch4_g11937; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11937 = staticSwitch6_g11937; + #endif + float2 temp_output_424_0 = staticSwitch10_g11937; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord4 = screenPos; + + output.ase_texcoord3.xy = input.texcoord.xy; + output.ase_texcoord5 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; - HLSLPROGRAM - #pragma multi_compile _ALPHATEST_ON - #define _NORMAL_DROPOFF_TS 1 - #pragma multi_compile_instancing - #pragma multi_compile _ LOD_FADE_CROSSFADE - #define ASE_FOG 1 - #define _ALPHATEST_SHADOW_ON 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define _EMISSION - #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + #ifdef EDITOR_VISUALIZATION + float2 VizUV = 0; + float4 LightCoord = 0; + UnityEditorVizData(input.positionOS.xyz, input.texcoord.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord); + output.VizUV = float4(VizUV, 0, 0); + output.LightCoord = LightCoord; + #endif + + output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); + output.positionWS = TransformObjectToWorld( input.positionOS.xyz ); + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + output.texcoord1 = input.texcoord1; + output.texcoord2 = input.texcoord2; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + + float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord4; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; + #else + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); + #endif + float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); + #else + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11786 = staticSwitch5_g11786; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; + #else + float2 staticSwitch9_g11786 = staticSwitch7_g11786; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; + #else + float2 staticSwitch16_g11786 = staticSwitch9_g11786; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); + #else + float2 staticSwitch14_g11786 = staticSwitch16_g11786; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; + #else + float2 staticSwitch4_g11786 = staticSwitch14_g11786; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11786 = staticSwitch4_g11786; + #endif + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); + #else + float staticSwitch18_g11797 = temp_output_7_0_g11797; + #endif + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); + #else + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; + #endif + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; + #else + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; + #else + float4 staticSwitch3_g11777 = staticSwitch2_g11777; + #endif + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; + #else + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); + #else + float4 staticSwitch6_g11782 = staticSwitch2_g11782; + #endif + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch81_g11831 = appendResult91_g11831; + #endif + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; + #else + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; + #endif + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; + else + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; + #else + float4 staticSwitch9_g11799 = staticSwitch43_g11799; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; + #else + float4 staticSwitch29_g11799 = staticSwitch9_g11799; + #endif + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; + #else + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; + #endif + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; + #else + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; + #else + float4 staticSwitch33_g11799 = staticSwitch32_g11799; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; + #else + float4 staticSwitch36_g11799 = staticSwitch33_g11799; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; + #else + float4 staticSwitch30_g11799 = staticSwitch36_g11799; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; + #else + float4 staticSwitch20_g11799 = staticSwitch30_g11799; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; + #else + float4 staticSwitch17_g11799 = staticSwitch20_g11799; + #endif + float temp_output_39_0_g11799 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; + #else + float4 staticSwitch19_g11799 = staticSwitch17_g11799; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); + #else + float staticSwitch33_g11821 = _AddHueFade; + #endif + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; + #else + float4 staticSwitch23_g11799 = staticSwitch19_g11799; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); + #else + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; + #endif + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; + #else + float4 staticSwitch28_g11799 = staticSwitch23_g11799; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; + #else + float4 staticSwitch38_g11799 = staticSwitch28_g11799; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); + #else + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; + #endif + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11808 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); + #else + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; + #endif + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; + #else + float4 staticSwitch12_g11799 = staticSwitch38_g11799; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); + #else + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; + #endif + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11836 = 1.0; + #else + float staticSwitch203_g11836 = temp_output_182_0_g11836; + #endif + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11836 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); + #else + float staticSwitch200_g11836 = lerpResult168_g11836; + #endif + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; + #else + float4 staticSwitch13_g11799 = staticSwitch12_g11799; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); + #else + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; + #endif + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11813 = 1.0; + #else + float staticSwitch203_g11813 = temp_output_182_0_g11813; + #endif + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); + #else + float staticSwitch200_g11813 = lerpResult168_g11813; + #endif + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; + #else + float4 staticSwitch48_g11799 = staticSwitch13_g11799; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; + #else + float4 staticSwitch46_g11799 = staticSwitch48_g11799; + #endif + float4 temp_output_361_0 = staticSwitch46_g11799; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); + #else + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; + #endif + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; + #else + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); + #else + float staticSwitch60_g11872 = _MetalFade; + #endif + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; + #else + float4 staticSwitch28_g11849 = staticSwitch26_g11849; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; + #else + float4 staticSwitch29_g11849 = staticSwitch28_g11849; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; + #else + float4 staticSwitch32_g11849 = staticSwitch29_g11849; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; + #else + float4 staticSwitch34_g11849 = staticSwitch32_g11849; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); + #else + float staticSwitch98_g11850 = _ShineFade; + #endif + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; + #else + float4 staticSwitch36_g11849 = staticSwitch34_g11849; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; + #else + float4 staticSwitch39_g11849 = staticSwitch36_g11849; + #endif + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; + #else + float3 staticSwitch50_g11889 = lerpResult42_g11889; + #endif + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11889 = lerpResult44_g11889; + #else + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); + #endif + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; + #else + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; + #endif + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; + #else + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; + #else + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; + #endif + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); + #else + float2 staticSwitch73_g11901 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; + #else + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; + #endif + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); + #else + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; + #endif + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; + #else + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; + #endif + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); + #else + float2 staticSwitch73_g11897 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; + #else + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; + #endif + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); + #else + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; + #endif + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; + #else + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; + #endif + float4 temp_output_473_0 = staticSwitch15_g11897; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11905 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11906 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11907 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; + #else + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; + #else + float4 staticSwitch5_g11907 = staticSwitch3_g11907; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; + #else + float4 staticSwitch8_g11907 = staticSwitch5_g11907; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; + #else + float4 staticSwitch9_g11907 = staticSwitch8_g11907; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; + #else + float4 staticSwitch11_g11907 = staticSwitch9_g11907; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; + #else + float4 staticSwitch15_g11907 = staticSwitch11_g11907; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; + #else + float4 staticSwitch13_g11907 = staticSwitch15_g11907; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); + #else + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; + #endif + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11923 = staticSwitch16_g11923; + #endif + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; + #else + float4 staticSwitch5_g11922 = staticSwitch13_g11907; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; + #else + float4 staticSwitch11_g11922 = staticSwitch5_g11922; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); + #else + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; + #endif + float4 break2_g11929 = temp_output_1_0_g11927; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); + #else + float3 staticSwitch22_g11927 = staticSwitch21_g11927; + #endif + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; + #else + float4 staticSwitch7_g11922 = staticSwitch11_g11922; + #endif + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; + #ifdef _ENABLESHADOW_ON + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; + #else + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); + #endif + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; + #else + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11777 = 1.0; + #else + float staticSwitch9_g11777 = staticSwitch8_g11777; + #endif + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11934; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11941 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; + #else + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; + #endif + float4 temp_output_340_0 = staticSwitch6_g11941; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float2 temp_output_11_0_g11942 = finalUV146; + float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 ); + float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b)); + float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a ); + #else + float3 staticSwitch13_g11942 = float3( 0, 0, 0 ); + #endif + + + float3 BaseColor = temp_output_340_0.rgb; + float3 Emission = staticSwitch13_g11942; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + MetaInput metaInput = (MetaInput)0; + metaInput.Albedo = BaseColor; + metaInput.Emission = Emission; + #ifdef EDITOR_VISUALIZATION + metaInput.VizUV = input.VizUV.xy; + metaInput.LightCoord = input.LightCoord; + #endif + + return UnityMetaFragment(metaInput); + } + ENDHLSL + } + + + Pass + { + + Name "Universal2D" + Tags { "LightMode"="Universal2D" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - #pragma vertex vert - #pragma fragment frag + #pragma vertex vert + #pragma fragment frag - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 - #endif + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif + #endif - #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY - //#define SHADERPASS SHADERPASS_DEPTHNORMALS + #define SHADERPASS SHADERPASS_2D - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + float4 _MainTex_TexelSize; + float4 _EmissionTint; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + float4 _CamouflageColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11767( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11776( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11796( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11779( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11781( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_TRANSFER_INSTANCE_ID( input, output ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11937 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); + #else + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); + #else + float2 staticSwitch6_g11937 = staticSwitch4_g11937; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11937 = staticSwitch6_g11937; + #endif + float2 temp_output_424_0 = staticSwitch10_g11937; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord2 = screenPos; + + output.ase_texcoord1.xy = input.ase_texcoord.xy; + output.ase_texcoord3 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord1.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + + float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord2; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; + #else + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); + #endif + float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); + #else + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11786 = staticSwitch5_g11786; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; + #else + float2 staticSwitch9_g11786 = staticSwitch7_g11786; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; + #else + float2 staticSwitch16_g11786 = staticSwitch9_g11786; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); + #else + float2 staticSwitch14_g11786 = staticSwitch16_g11786; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; + #else + float2 staticSwitch4_g11786 = staticSwitch14_g11786; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11786 = staticSwitch4_g11786; + #endif + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); + #else + float staticSwitch18_g11797 = temp_output_7_0_g11797; + #endif + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); + #else + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; + #endif + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; + #else + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; + #else + float4 staticSwitch3_g11777 = staticSwitch2_g11777; + #endif + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; + #else + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); + #else + float4 staticSwitch6_g11782 = staticSwitch2_g11782; + #endif + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch81_g11831 = appendResult91_g11831; + #endif + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; + #else + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; + #endif + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; + else + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; + #else + float4 staticSwitch9_g11799 = staticSwitch43_g11799; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; + #else + float4 staticSwitch29_g11799 = staticSwitch9_g11799; + #endif + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; + #else + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; + #endif + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; + #else + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; + #else + float4 staticSwitch33_g11799 = staticSwitch32_g11799; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; + #else + float4 staticSwitch36_g11799 = staticSwitch33_g11799; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; + #else + float4 staticSwitch30_g11799 = staticSwitch36_g11799; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; + #else + float4 staticSwitch20_g11799 = staticSwitch30_g11799; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; + #else + float4 staticSwitch17_g11799 = staticSwitch20_g11799; + #endif + float temp_output_39_0_g11799 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; + #else + float4 staticSwitch19_g11799 = staticSwitch17_g11799; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); + #else + float staticSwitch33_g11821 = _AddHueFade; + #endif + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; + #else + float4 staticSwitch23_g11799 = staticSwitch19_g11799; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); + #else + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; + #endif + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; + #else + float4 staticSwitch28_g11799 = staticSwitch23_g11799; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; + #else + float4 staticSwitch38_g11799 = staticSwitch28_g11799; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); + #else + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; + #endif + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11808 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); + #else + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; + #endif + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; + #else + float4 staticSwitch12_g11799 = staticSwitch38_g11799; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); + #else + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; + #endif + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11836 = 1.0; + #else + float staticSwitch203_g11836 = temp_output_182_0_g11836; + #endif + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11836 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); + #else + float staticSwitch200_g11836 = lerpResult168_g11836; + #endif + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; + #else + float4 staticSwitch13_g11799 = staticSwitch12_g11799; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); + #else + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; + #endif + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11813 = 1.0; + #else + float staticSwitch203_g11813 = temp_output_182_0_g11813; + #endif + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); + #else + float staticSwitch200_g11813 = lerpResult168_g11813; + #endif + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; + #else + float4 staticSwitch48_g11799 = staticSwitch13_g11799; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; + #else + float4 staticSwitch46_g11799 = staticSwitch48_g11799; + #endif + float4 temp_output_361_0 = staticSwitch46_g11799; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); + #else + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; + #endif + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; + #else + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); + #else + float staticSwitch60_g11872 = _MetalFade; + #endif + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; + #else + float4 staticSwitch28_g11849 = staticSwitch26_g11849; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; + #else + float4 staticSwitch29_g11849 = staticSwitch28_g11849; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; + #else + float4 staticSwitch32_g11849 = staticSwitch29_g11849; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; + #else + float4 staticSwitch34_g11849 = staticSwitch32_g11849; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); + #else + float staticSwitch98_g11850 = _ShineFade; + #endif + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; + #else + float4 staticSwitch36_g11849 = staticSwitch34_g11849; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; + #else + float4 staticSwitch39_g11849 = staticSwitch36_g11849; + #endif + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; + #else + float3 staticSwitch50_g11889 = lerpResult42_g11889; + #endif + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11889 = lerpResult44_g11889; + #else + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); + #endif + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; + #else + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; + #endif + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; + #else + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; + #else + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; + #endif + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); + #else + float2 staticSwitch73_g11901 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; + #else + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; + #endif + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); + #else + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; + #endif + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; + #else + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; + #endif + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); + #else + float2 staticSwitch73_g11897 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; + #else + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; + #endif + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); + #else + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; + #endif + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; + #else + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; + #endif + float4 temp_output_473_0 = staticSwitch15_g11897; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11905 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11906 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11907 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; + #else + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; + #else + float4 staticSwitch5_g11907 = staticSwitch3_g11907; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; + #else + float4 staticSwitch8_g11907 = staticSwitch5_g11907; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; + #else + float4 staticSwitch9_g11907 = staticSwitch8_g11907; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; + #else + float4 staticSwitch11_g11907 = staticSwitch9_g11907; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; + #else + float4 staticSwitch15_g11907 = staticSwitch11_g11907; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; + #else + float4 staticSwitch13_g11907 = staticSwitch15_g11907; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); + #else + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; + #endif + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11923 = staticSwitch16_g11923; + #endif + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; + #else + float4 staticSwitch5_g11922 = staticSwitch13_g11907; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; + #else + float4 staticSwitch11_g11922 = staticSwitch5_g11922; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); + #else + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; + #endif + float4 break2_g11929 = temp_output_1_0_g11927; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); + #else + float3 staticSwitch22_g11927 = staticSwitch21_g11927; + #endif + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; + #else + float4 staticSwitch7_g11922 = staticSwitch11_g11922; + #endif + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; + #ifdef _ENABLESHADOW_ON + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; + #else + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); + #endif + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; + #else + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11777 = 1.0; + #else + float staticSwitch9_g11777 = staticSwitch8_g11777; + #endif + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11934; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11941 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; + #else + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; + #endif + float4 temp_output_340_0 = staticSwitch6_g11941; + + + float3 BaseColor = temp_output_340_0.rgb; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + half4 color = half4(BaseColor, Alpha ); + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + return color; + } + ENDHLSL + } + + + Pass + { + + Name "DepthNormals" + Tags { "LightMode"="DepthNormals" } + + ZWrite On + Blend One Zero + ZTest LEqual + ZWrite On + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 + + + #pragma vertex vert + #pragma fragment frag + + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif + #endif + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + //#define SHADERPASS SHADERPASS_DEPTHNORMALS + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - #if defined(LOD_FADE_CROSSFADE) + #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_SCREEN_POSITION - #define ASE_NEEDS_WORLD_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - - #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) - #define ASE_SV_DEPTH SV_DepthLessEqual - #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid - #else - #define ASE_SV_DEPTH SV_Depth - #define ASE_SV_POSITION_QUALIFIERS - #endif - - struct Attributes - { - float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct PackedVaryings - { - ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float3 positionWS : TEXCOORD1; - float3 normalWS : TEXCOORD2; - float4 tangentWS : TEXCOORD3; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD4; - #endif - float4 ase_texcoord5 : TEXCOORD5; - float4 ase_texcoord6 : TEXCOORD6; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowColor; - float4 _SineGlowMask_ST; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBRedTint; - float4 _RecolorRGBGreenTint; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPCyanTint; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPYellowTint; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - float4 _EmissionTint; - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - float4 _FrozenSnowColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionSpeed; - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnPosition; - float2 _BurnEdgeNoiseScale; - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineDistortionIntensity; - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineNoiseSpeed; - float2 _InnerOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - float2 _UVDistortTo; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowDensity; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - #endif - float _NormalIntensity; - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - float _Metallic; - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - float _Smoothness; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - float _RainbowSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneInvert; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Fade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSaturation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - float _EnchantedBrightness; - float _EnchantedReduce; - float _EnchantedFade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - int _TextureLayer2Rows; - int _TextureLayer2Columns; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSpeed; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowBrightness; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON - float _ShineRotation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowDensity; - #endif - #ifdef _ENABLESHINE_ON - float _ShineFrequency; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSpeed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - float _SineRotateFade; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeSmoothness; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - float _PingPongGlowFrequency; - #endif - float _AlphaClip; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - float _InnerOutlineFade; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - float _AddHueContrast; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - float _ColorReplaceRange; - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - float _FlameRadius; - float _FlameNoiseFactor; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - float _AddHueSaturation; - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - #endif - float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; - #endif - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - float _Brightness; - float _ShadowClip; - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - - - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - sampler2D _NormalMap; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - PackedVaryings VertexFunction(Attributes input) - { - PackedVaryings output = (PackedVaryings)0; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), - length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4( - (temp_output_27_0_g11725 * - _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - output.ase_texcoord5.xy = input.ase_texcoord.xy; - output.ase_texcoord6 = input.positionOS; - output.ase_color = input.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord5.zw = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = input.positionOS.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - - float3 vertexValue = float3(staticSwitch142, 0.0); - - #ifdef ASE_ABSOLUTE_VERTEX_POS - input.positionOS.xyz = vertexValue; - #else - input.positionOS.xyz += vertexValue; - #endif - - input.normalOS = input.normalOS; - input.tangentOS = input.tangentOS; - - VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); - - float3 normalWS = TransformObjectToWorldNormal(input.normalOS); - float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w); - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - output.shadowCoord = GetShadowCoord(vertexInput); - #endif - - output.positionCS = vertexInput.positionCS; - output.clipPosV = vertexInput.positionCS; - output.positionWS = vertexInput.positionWS; - output.normalWS = normalWS; - output.tangentWS = tangentWS; - return output; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(Attributes input) - { - VertexControl output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - output.positionOS = input.positionOS; - output.normalOS = input.normalOS; - output.tangentOS = input.tangentOS; - output.ase_texcoord = input.ase_texcoord; - output.ase_color = input.ase_color; - return output; - } - - TessellationFactors TessellationFunction(InputPatch input) - { - TessellationFactors output; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin -, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w; + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + half4 texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + float4 _MainTex_TexelSize; + float4 _EmissionTint; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + float4 _CamouflageColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + sampler2D _NormalMap; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11767( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11776( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11796( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11779( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11781( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11937 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); + #else + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); + #else + float2 staticSwitch6_g11937 = staticSwitch4_g11937; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11937 = staticSwitch6_g11937; + #endif + float2 temp_output_424_0 = staticSwitch10_g11937; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord3.xy = input.texcoord.xy; + output.ase_texcoord4 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalInput.normalWS; + output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + output.tangentWS.zw = input.texcoord.xy; + output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif return output; } - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 ase_color : COLOR; - [domain("tri")] - PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, -float3 bary : SV_DomainLocation) - { - Attributes output = (Attributes)0; - output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * - bary.z; - output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary - .z; - output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2]. - ase_texcoord * bary.z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary - .z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot( - patch[i].positionOS.xyz, patch[i].normalOS)); - float phongStrength = _TessPhongStrength; - output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength -) * output.positionOS.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], output); - return VertexFunction (output); + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + output.ase_color = input.ase_color; + return output; } - #else - PackedVaryings vert(Attributes input) - { - return VertexFunction(input); - } - #endif - void frag(PackedVaryings input - , out half4 outNormalWS : SV_Target0 - #ifdef ASE_DEPTH_WRITE_ON - ,out float outputDepth : ASE_SV_DEPTH - #endif - #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 - #endif - ) - { - UNITY_SETUP_INSTANCE_ID(input); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } - float4 ShadowCoords = float4(0, 0, 0, 0); - float3 WorldNormal = input.normalWS; - float4 WorldTangent = input.tangentWS; - float3 WorldPosition = input.positionWS; - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos(input.clipPosV); + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord(WorldPosition); - #endif - #endif + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif - float2 texCoord363 = input.ase_texcoord5.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3( - (appendResult27_g11671 + - temp_output_1_0_g11671), 0.0), - float3(0, 0, 1), - (clampResult29_g11671 * - temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = input.ase_texcoord5.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), - length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord5.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.ase_texcoord6.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), - float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * - 2.0 * - _DirectionalDistortionRandomDirection) * - PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + WorldPosition.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * - _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * - _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * - _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord5.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * PI) * - _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord5.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord5.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_11_0_g11915 = finalUV146; - float3 unpack3_g11915 = UnpackNormalScale(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity); - unpack3_g11915.z = lerp(1, unpack3_g11915.z, saturate(_NormalIntensity)); + void frag( PackedVaryings input + , out half4 outNormalWS : SV_Target0 + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out uint outRenderingLayers : SV_Target1 + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) * - temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * - temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow(clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * - _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow( - saferPower57_g11805, - (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * - _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow( - saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow( - max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), - break12_g11785.b), 1.0)), - 0.0001), max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + - break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord5.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord5.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * - temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11782) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth - * float2(0, -1)) * temp_output_25_0_g11782))) - .a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0, 1)) * temp_output_25_0_g11782))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11782))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - 0.705, -0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(-0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11810)))).rgb * - temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max( - tex2D( - _MainTex, - ( - temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * float2( - 0, -1)) - * - temp_output_25_0_g11810))) - .a, - tex2D( - _MainTex, - ( - temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * float2( - 0, 1)) * - temp_output_25_0_g11810))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + - ((_OuterOutlineWidth * - float2(1, 0)) * - temp_output_25_0_g11810))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2( - -0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, -(temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(0.705, -0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11810))).a) * 3.0), 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11773)))).rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(0, -1)) * temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, 1)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * float2( - -1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * - float2(1, 0)) * - temp_output_209_0_g11787))).a) * - 3.0), 1.0), temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), - max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + WorldPosition.y) - / - temp_output_44_0_g11815) * _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * - _GlitchNoiseScale)). - r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + - break2_g11820.y + break2_g11820.z) / 6.0) * _GlitchBrightness * - hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * - _CamouflageDistortionSpeed) + - temp_output_99_0_g11852) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + - break2_g11855.y + break2_g11855.y + break2_g11855.z) / - 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11845 * _MetalNoiseSpeed) + - temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = input.ase_texcoord5.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = input.ase_texcoord5.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord5.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord5.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = input.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + // @diogo: mikktspace compliant + float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + float3 TangentWS = input.tangentWS.xyz * renormFactor; + float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; + float3 NormalWS = input.normalWS * renormFactor; + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif + + float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; + #else + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); + #endif + float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); + #else + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11786 = staticSwitch5_g11786; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; + #else + float2 staticSwitch9_g11786 = staticSwitch7_g11786; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; + #else + float2 staticSwitch16_g11786 = staticSwitch9_g11786; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); + #else + float2 staticSwitch14_g11786 = staticSwitch16_g11786; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; + #else + float2 staticSwitch4_g11786 = staticSwitch14_g11786; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11786 = staticSwitch4_g11786; + #endif + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); + #else + float staticSwitch18_g11797 = temp_output_7_0_g11797; + #endif + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); + #else + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; + #endif + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_11_0_g11942 = finalUV146; + float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity ); + unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) ); + + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; + #else + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; + #else + float4 staticSwitch3_g11777 = staticSwitch2_g11777; + #endif + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; + #else + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); + #else + float4 staticSwitch6_g11782 = staticSwitch2_g11782; + #endif + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch81_g11831 = appendResult91_g11831; + #endif + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; + #else + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; + #endif + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; + else + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; + #else + float4 staticSwitch9_g11799 = staticSwitch43_g11799; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; + #else + float4 staticSwitch29_g11799 = staticSwitch9_g11799; + #endif + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; + #else + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; + #endif + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; + #else + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; + #else + float4 staticSwitch33_g11799 = staticSwitch32_g11799; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; + #else + float4 staticSwitch36_g11799 = staticSwitch33_g11799; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; + #else + float4 staticSwitch30_g11799 = staticSwitch36_g11799; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; + #else + float4 staticSwitch20_g11799 = staticSwitch30_g11799; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; + #else + float4 staticSwitch17_g11799 = staticSwitch20_g11799; + #endif + float temp_output_39_0_g11799 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; + #else + float4 staticSwitch19_g11799 = staticSwitch17_g11799; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); + #else + float staticSwitch33_g11821 = _AddHueFade; + #endif + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; + #else + float4 staticSwitch23_g11799 = staticSwitch19_g11799; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); + #else + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; + #endif + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; + #else + float4 staticSwitch28_g11799 = staticSwitch23_g11799; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; + #else + float4 staticSwitch38_g11799 = staticSwitch28_g11799; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); + #else + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; + #endif + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11808 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); + #else + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; + #endif + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; + #else + float4 staticSwitch12_g11799 = staticSwitch38_g11799; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); + #else + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; + #endif + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11836 = 1.0; + #else + float staticSwitch203_g11836 = temp_output_182_0_g11836; + #endif + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11836 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); + #else + float staticSwitch200_g11836 = lerpResult168_g11836; + #endif + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; + #else + float4 staticSwitch13_g11799 = staticSwitch12_g11799; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); + #else + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; + #endif + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11813 = 1.0; + #else + float staticSwitch203_g11813 = temp_output_182_0_g11813; + #endif + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); + #else + float staticSwitch200_g11813 = lerpResult168_g11813; + #endif + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; + #else + float4 staticSwitch48_g11799 = staticSwitch13_g11799; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; + #else + float4 staticSwitch46_g11799 = staticSwitch48_g11799; + #endif + float4 temp_output_361_0 = staticSwitch46_g11799; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); + #else + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; + #endif + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; + #else + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); + #else + float staticSwitch60_g11872 = _MetalFade; + #endif + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; + #else + float4 staticSwitch28_g11849 = staticSwitch26_g11849; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; + #else + float4 staticSwitch29_g11849 = staticSwitch28_g11849; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; + #else + float4 staticSwitch32_g11849 = staticSwitch29_g11849; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; + #else + float4 staticSwitch34_g11849 = staticSwitch32_g11849; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); + #else + float staticSwitch98_g11850 = _ShineFade; + #endif + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; + #else + float4 staticSwitch36_g11849 = staticSwitch34_g11849; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; + #else + float4 staticSwitch39_g11849 = staticSwitch36_g11849; + #endif + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; + #else + float3 staticSwitch50_g11889 = lerpResult42_g11889; + #endif + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11889 = lerpResult44_g11889; + #else + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); + #endif + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; + #else + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; + #endif + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; + #else + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; + #else + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; + #endif + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); + #else + float2 staticSwitch73_g11901 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; + #else + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; + #endif + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); + #else + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; + #endif + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; + #else + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; + #endif + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); + #else + float2 staticSwitch73_g11897 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; + #else + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; + #endif + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); + #else + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; + #endif + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; + #else + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; + #endif + float4 temp_output_473_0 = staticSwitch15_g11897; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11905 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11906 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11907 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; + #else + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; + #else + float4 staticSwitch5_g11907 = staticSwitch3_g11907; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; + #else + float4 staticSwitch8_g11907 = staticSwitch5_g11907; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; + #else + float4 staticSwitch9_g11907 = staticSwitch8_g11907; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; + #else + float4 staticSwitch11_g11907 = staticSwitch9_g11907; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; + #else + float4 staticSwitch15_g11907 = staticSwitch11_g11907; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; + #else + float4 staticSwitch13_g11907 = staticSwitch15_g11907; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); + #else + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; + #endif + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11923 = staticSwitch16_g11923; + #endif + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; + #else + float4 staticSwitch5_g11922 = staticSwitch13_g11907; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; + #else + float4 staticSwitch11_g11922 = staticSwitch5_g11922; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); + #else + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; + #endif + float4 break2_g11929 = temp_output_1_0_g11927; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); + #else + float3 staticSwitch22_g11927 = staticSwitch21_g11927; + #endif + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; + #else + float4 staticSwitch7_g11922 = staticSwitch11_g11922; + #endif + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; + #ifdef _ENABLESHADOW_ON + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; + #else + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); + #endif + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; + #else + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11777 = 1.0; + #else + float staticSwitch9_g11777 = staticSwitch8_g11777; + #endif + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11934; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11941 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; + #else + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; + #endif + float4 temp_output_340_0 = staticSwitch6_g11941; + + + float3 Normal = unpack3_g11942; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #if defined(_GBUFFER_NORMALS_OCT) + float2 octNormalWS = PackNormalOctQuadEncode(NormalWS); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + #if defined(_NORMALMAP) + #if _NORMAL_DROPOFF_TS + float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS)); + #elif _NORMAL_DROPOFF_OS + float3 normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + float3 normalWS = Normal; + #endif + #else + float3 normalWS = NormalWS; + #endif + outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + } + ENDHLSL + } + + + Pass + { + + Name "GBuffer" + Tags { "LightMode"="UniversalGBuffer" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - float3 Normal = unpack3_g11915; - float Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; + // Deferred Rendering Path does not support the OpenGL-based graphics API: + // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0. + #pragma exclude_renderers glcore gles3 - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; - #endif + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); - #endif + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION + #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #if defined(LOD_FADE_CROSSFADE) - LODFadeCrossFade(input.positionCS); - #endif + #pragma vertex vert + #pragma fragment frag - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; - #endif + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif + #endif - #if defined(_GBUFFER_NORMALS_OCT) - float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); - float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); - half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); - outNormalWS = half4(packedNormalWS, 0.0); - #else - #if defined(_NORMALMAP) - #if _NORMAL_DROPOFF_TS - float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); - float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); - float3 normalWS = - TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); - #elif _NORMAL_DROPOFF_OS - float3 normalWS = TransformObjectToWorldNormal(Normal); - #elif _NORMAL_DROPOFF_WS - float3 normalWS = Normal; - #endif - #else - float3 normalWS = WorldNormal; - #endif - outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); - #endif + #define SHADERPASS SHADERPASS_GBUFFER - #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); - #endif - } - ENDHLSL - } - - - Pass - { - - Name "GBuffer" - Tags - { - "LightMode"="UniversalGBuffer" - } - - Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha - ZWrite On - ZTest LEqual - Offset 0 , 0 - ColorMask RGBA - - - HLSLPROGRAM - #pragma multi_compile_fragment _ALPHATEST_ON - #define _NORMAL_DROPOFF_TS 1 - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _ALPHATEST_SHADOW_ON 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define _EMISSION - #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 - - - #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN - #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING - #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION - #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH - #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 - #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT - #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED - - #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING - #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE - #pragma multi_compile _ SHADOWS_SHADOWMASK - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ USE_LEGACY_LIGHTMAPS - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - - #pragma vertex vert - #pragma fragment frag - - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 - #endif - - #define SHADERPASS SHADERPASS_GBUFFER - - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - #if defined(LOD_FADE_CROSSFADE) + #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif - #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) - #define ENABLE_TERRAIN_PERPIXEL_NORMAL - #endif - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_FRAG_SCREEN_POSITION - #define ASE_NEEDS_WORLD_POSITION - #define ASE_NEEDS_FRAG_WORLD_POSITION - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - #pragma shader_feature _EMISSIONTOGGLE_ON - #pragma shader_feature _METALLICMAPTOGGLE_ON - - - #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) - #define ASE_SV_DEPTH SV_DepthLessEqual - #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid - #else - #define ASE_SV_DEPTH SV_Depth - #define ASE_SV_POSITION_QUALIFIERS - #endif - - struct Attributes - { - float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct PackedVaryings - { - ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float4 lightmapUVOrVertexSH : TEXCOORD1; - #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) - half4 fogFactorAndVertexLight : TEXCOORD2; - #endif - float4 tSpace0 : TEXCOORD3; - float4 tSpace1 : TEXCOORD4; - float4 tSpace2 : TEXCOORD5; - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - float4 shadowCoord : TEXCOORD6; - #endif - #if defined(DYNAMICLIGHTMAP_ON) - float2 dynamicLightmapUV : TEXCOORD7; - #endif - #if defined(USE_APV_PROBE_OCCLUSION) - float4 probeOcclusion : TEXCOORD8; - #endif - float4 ase_texcoord9 : TEXCOORD9; - float4 ase_texcoord10 : TEXCOORD10; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowColor; - float4 _SineGlowMask_ST; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBRedTint; - float4 _RecolorRGBGreenTint; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPCyanTint; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPYellowTint; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - #ifdef _EMISSIONTOGGLE_ON - float4 _EmissionTint; - #endif - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - float4 _FrozenSnowColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionSpeed; - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnPosition; - float2 _BurnEdgeNoiseScale; - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineDistortionIntensity; - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineNoiseSpeed; - float2 _InnerOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - float2 _UVDistortTo; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowDensity; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - #endif - float _NormalIntensity; - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - float _Metallic; - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - float _Smoothness; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - float _RainbowSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneInvert; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Fade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSaturation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - float _EnchantedBrightness; - float _EnchantedReduce; - float _EnchantedFade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - int _TextureLayer2Rows; - int _TextureLayer2Columns; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSpeed; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowBrightness; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON - float _ShineRotation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowDensity; - #endif - #ifdef _ENABLESHINE_ON - float _ShineFrequency; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSpeed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - float _SineRotateFade; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeSmoothness; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - float _PingPongGlowFrequency; - #endif - float _AlphaClip; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - float _InnerOutlineFade; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - float _AddHueContrast; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - float _ColorReplaceRange; - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - float _FlameRadius; - float _FlameNoiseFactor; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - float _AddHueSaturation; - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - #endif - float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; - #endif - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - float _Brightness; - float _ShadowClip; - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - - - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - sampler2D _NormalMap; - #ifdef _EMISSIONTOGGLE_ON - sampler2D _EmissionMap; - #endif - #ifdef _METALLICMAPTOGGLE_ON - sampler2D _MetallicMap; - #endif - - - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - PackedVaryings VertexFunction(Attributes input) - { - PackedVaryings output = (PackedVaryings)0; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = input.texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = input.texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - output.ase_texcoord9.xy = input.texcoord.xy; - output.ase_texcoord10 = input.positionOS; - output.ase_color = input.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord9.zw = 0; - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = input.positionOS.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - - float3 vertexValue = float3(staticSwitch142, 0.0); - - #ifdef ASE_ABSOLUTE_VERTEX_POS - input.positionOS.xyz = vertexValue; - #else - input.positionOS.xyz += vertexValue; - #endif - - input.normalOS = input.normalOS; - input.tangentOS = input.tangentOS; - - VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); - VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); - - output.tSpace0 = float4(normalInput.normalWS, vertexInput.positionWS.x); - output.tSpace1 = float4(normalInput.tangentWS, vertexInput.positionWS.y); - output.tSpace2 = float4(normalInput.bitangentWS, vertexInput.positionWS.z); - - #if defined(LIGHTMAP_ON) - OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); - #endif - - #if defined(DYNAMICLIGHTMAP_ON) - output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST. - zw; - #endif - - OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, - GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), - output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); - - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) - output.lightmapUVOrVertexSH.zw = input.texcoord.xy; - output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; - #endif - - #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) - output.fogFactorAndVertexLight = 0; - #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) - // @diogo: no fog applied in GBuffer - #endif - #ifdef _ADDITIONAL_LIGHTS_VERTEX - half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); - output.fogFactorAndVertexLight.yzw = vertexLight; - #endif - #endif - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - output.shadowCoord = GetShadowCoord(vertexInput); - #endif - - output.positionCS = vertexInput.positionCS; - output.clipPosV = vertexInput.positionCS; - return output; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 tangentOS : TANGENT; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(Attributes input) - { - VertexControl output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - output.positionOS = input.positionOS; - output.normalOS = input.normalOS; - output.tangentOS = input.tangentOS; - output.texcoord = input.texcoord; - output.texcoord1 = input.texcoord1; - output.texcoord2 = input.texcoord2; - output.ase_color = input.ase_color; - return output; - } - - TessellationFactors TessellationFunction(InputPatch input) - { - TessellationFactors output; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin -, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w; + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + float4 lightmapUVOrVertexSH : TEXCOORD3; + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + half4 fogFactorAndVertexLight : TEXCOORD4; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD5; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + float4 probeOcclusion : TEXCOORD6; + #endif + float4 ase_texcoord7 : TEXCOORD7; + float4 ase_texcoord8 : TEXCOORD8; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + float4 _CamouflageColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + sampler2D _NormalMap; + #ifdef _METALLICMAPTOGGLE_ON + sampler2D _MetallicMap; + #endif + #ifdef _EMISSIONTOGGLE_ON + sampler2D _EmissionMap; + #endif + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11767( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11776( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11796( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11779( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11781( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11937 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); + #else + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); + #else + float2 staticSwitch6_g11937 = staticSwitch4_g11937; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11937 = staticSwitch6_g11937; + #endif + float2 temp_output_424_0 = staticSwitch10_g11937; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord7.xy = input.texcoord.xy; + output.ase_texcoord8 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord7.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); + + OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); + #if defined(DYNAMICLIGHTMAP_ON) + output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); + + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + output.fogFactorAndVertexLight = 0; + #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) + // @diogo: no fog applied in GBuffer + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + output.fogFactorAndVertexLight.yzw = vertexLight; + #endif + #endif + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalInput.normalWS; + output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + output.tangentWS.zw = input.texcoord.xy; + output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif return output; } - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif + float4 ase_color : COLOR; - [domain("tri")] - PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - Attributes output = (Attributes)0; - output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * - bary.z; - output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary - .z; - output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; - output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary - .z; - output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary - .z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary - .z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot( - patch[i].positionOS.xyz, patch[i].normalOS)); - float phongStrength = _TessPhongStrength; - output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength -) * output.positionOS.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], output); - return VertexFunction (output); + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = input.texcoord1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = input.texcoord2; + #endif + output.ase_color = input.ase_color; + return output; } - #else - PackedVaryings vert(Attributes input) - { - return VertexFunction(input); - } - #endif - FragmentOutput frag(PackedVaryings input - #ifdef ASE_DEPTH_WRITE_ON - ,out float outputDepth : ASE_SV_DEPTH - #endif - ) - { - UNITY_SETUP_INSTANCE_ID(input); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } - #if defined(LOD_FADE_CROSSFADE) - LODFadeCrossFade(input.positionCS); - #endif + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) - float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * - _TerrainHeightmapRecipSize.xy; - float3 WorldNormal = TransformObjectToWorldNormal(normalize( - SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - - 1)); - float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); - float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); - #else - float3 WorldNormal = normalize(input.tSpace0.xyz); - float3 WorldTangent = input.tSpace1.xyz; - float3 WorldBiTangent = input.tSpace2.xyz; - #endif + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + #endif + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif - float3 WorldPosition = float3(input.tSpace0.w, input.tSpace1.w, input.tSpace2.w); - float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir(WorldPosition); - float4 ShadowCoords = float4(0, 0, 0, 0); - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos(input.clipPosV); + GBufferFragOutput frag ( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); - float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord(WorldPosition); - #else - ShadowCoords = float4(0, 0, 0, 0); - #endif + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) + float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS ); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif - WorldViewDirection = SafeNormalize(WorldViewDirection); + // @diogo: mikktspace compliant + float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); - float2 texCoord363 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3( - (appendResult27_g11671 + - temp_output_1_0_g11671), - 0.0), float3(0, 0, 1), - (clampResult29_g11671 * - temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.ase_texcoord10.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (WorldPosition).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), - (((_DirectionalDistortionRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + WorldPosition.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * - _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * - _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * - ((_SineRotateAngle / 360.0) * PI) * - _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, -clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) * - temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * - temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow(clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, -(appendResult56_g11805 * pow(saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))), -(staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow(saferPower57_g11803, - max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001), max(_SplitToningContrast, 0.0001))), - _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), - 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + - break2_g11801.y + break2_g11801.y + break2_g11801.z) / 6.0), 0.0001), - max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * - temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11782) * _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(1, 0)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - 0.705, -0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - -0.705, -0.705)) * temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * - temp_output_186_0_g11810)))).rgb * - temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, -1)) - * temp_output_25_0_g11810))).a, - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(-1, 0)) * - temp_output_25_0_g11810))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2(0.705, 0.705)) - * temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2( - -0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2( - 0.705, -0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11810))).a) * 3.0), 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11773)))). - rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, -1)) * - temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(0, 1)) * temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) * - temp_output_209_0_g11787))). - a), tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) - * - temp_output_209_0_g11787))).a) * 3.0), 1.0), - temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * - _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + - WorldPosition.y) / temp_output_44_0_g11815) * _HologramLineFrequency))), - _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * - _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + - break2_g11820.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * - _CamouflageDistortionSpeed) + - temp_output_99_0_g11852) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, -((staticSwitch101_g11852 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + - break2_g11855.y + break2_g11855.y + break2_g11855.y - + break2_g11855.z) / 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + temp_output_58_0_g11845) * - _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * - _MetalNoiseDistortion) + (( - temp_output_59_0_g11845 * _MetalNoiseSpeed) + - temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max( - ((_MetalHighlightDensity - - localMyCustomExpression16_g11848) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = input.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + float3 TangentWS = input.tangentWS.xyz * renormFactor; + float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; + float3 NormalWS = input.normalWS * renormFactor; - float2 temp_output_11_0_g11915 = finalUV146; - float3 unpack3_g11915 = UnpackNormalScale(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity); - unpack3_g11915.z = lerp(1, unpack3_g11915.z, saturate(_NormalIntensity)); + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif - #ifdef _EMISSIONTOGGLE_ON - float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b)); - float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915); - float3 appendResult18_g11915 = ( - float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b)); - float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a); - #else - float3 staticSwitch13_g11915 = float3(0, 0, 0); - #endif + float2 texCoord363 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.ase_texcoord8.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.ase_texcoord8.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; + #else + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); + #endif + float2 uv_UVDistortMask = input.ase_texcoord7.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); + #else + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11786 = staticSwitch5_g11786; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; + #else + float2 staticSwitch9_g11786 = staticSwitch7_g11786; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; + #else + float2 staticSwitch16_g11786 = staticSwitch9_g11786; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); + #else + float2 staticSwitch14_g11786 = staticSwitch16_g11786; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; + #else + float2 staticSwitch4_g11786 = staticSwitch14_g11786; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11786 = staticSwitch4_g11786; + #endif + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); + #else + float staticSwitch18_g11797 = temp_output_7_0_g11797; + #endif + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); + #else + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; + #endif + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord7.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; + #else + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; + #else + float4 staticSwitch3_g11777 = staticSwitch2_g11777; + #endif + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; + #else + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); + #else + float4 staticSwitch6_g11782 = staticSwitch2_g11782; + #endif + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch81_g11831 = appendResult91_g11831; + #endif + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; + #else + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; + #endif + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; + else + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; + #else + float4 staticSwitch9_g11799 = staticSwitch43_g11799; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; + #else + float4 staticSwitch29_g11799 = staticSwitch9_g11799; + #endif + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; + #else + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; + #endif + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; + #else + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; + #else + float4 staticSwitch33_g11799 = staticSwitch32_g11799; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; + #else + float4 staticSwitch36_g11799 = staticSwitch33_g11799; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; + #else + float4 staticSwitch30_g11799 = staticSwitch36_g11799; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; + #else + float4 staticSwitch20_g11799 = staticSwitch30_g11799; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; + #else + float4 staticSwitch17_g11799 = staticSwitch20_g11799; + #endif + float temp_output_39_0_g11799 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; + #else + float4 staticSwitch19_g11799 = staticSwitch17_g11799; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord7.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); + #else + float staticSwitch33_g11821 = _AddHueFade; + #endif + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; + #else + float4 staticSwitch23_g11799 = staticSwitch19_g11799; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord7.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); + #else + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; + #endif + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; + #else + float4 staticSwitch28_g11799 = staticSwitch23_g11799; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; + #else + float4 staticSwitch38_g11799 = staticSwitch28_g11799; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); + #else + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; + #endif + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11808 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); + #else + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; + #endif + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; + #else + float4 staticSwitch12_g11799 = staticSwitch38_g11799; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); + #else + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; + #endif + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11836 = 1.0; + #else + float staticSwitch203_g11836 = temp_output_182_0_g11836; + #endif + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11836 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); + #else + float staticSwitch200_g11836 = lerpResult168_g11836; + #endif + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; + #else + float4 staticSwitch13_g11799 = staticSwitch12_g11799; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); + #else + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; + #endif + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11813 = 1.0; + #else + float staticSwitch203_g11813 = temp_output_182_0_g11813; + #endif + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); + #else + float staticSwitch200_g11813 = lerpResult168_g11813; + #endif + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; + #else + float4 staticSwitch48_g11799 = staticSwitch13_g11799; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; + #else + float4 staticSwitch46_g11799 = staticSwitch48_g11799; + #endif + float4 temp_output_361_0 = staticSwitch46_g11799; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); + #else + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; + #endif + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; + #else + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord7.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); + #else + float staticSwitch60_g11872 = _MetalFade; + #endif + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; + #else + float4 staticSwitch28_g11849 = staticSwitch26_g11849; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; + #else + float4 staticSwitch29_g11849 = staticSwitch28_g11849; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; + #else + float4 staticSwitch32_g11849 = staticSwitch29_g11849; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; + #else + float4 staticSwitch34_g11849 = staticSwitch32_g11849; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord7.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); + #else + float staticSwitch98_g11850 = _ShineFade; + #endif + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; + #else + float4 staticSwitch36_g11849 = staticSwitch34_g11849; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; + #else + float4 staticSwitch39_g11849 = staticSwitch36_g11849; + #endif + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; + #else + float3 staticSwitch50_g11889 = lerpResult42_g11889; + #endif + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11889 = lerpResult44_g11889; + #else + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); + #endif + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; + #else + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; + #endif + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; + #else + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; + #else + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; + #endif + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); + #else + float2 staticSwitch73_g11901 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; + #else + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; + #endif + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); + #else + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; + #endif + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; + #else + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; + #endif + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); + #else + float2 staticSwitch73_g11897 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; + #else + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; + #endif + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); + #else + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; + #endif + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; + #else + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; + #endif + float4 temp_output_473_0 = staticSwitch15_g11897; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11905 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11906 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11907 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; + #else + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; + #else + float4 staticSwitch5_g11907 = staticSwitch3_g11907; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; + #else + float4 staticSwitch8_g11907 = staticSwitch5_g11907; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; + #else + float4 staticSwitch9_g11907 = staticSwitch8_g11907; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; + #else + float4 staticSwitch11_g11907 = staticSwitch9_g11907; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; + #else + float4 staticSwitch15_g11907 = staticSwitch11_g11907; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; + #else + float4 staticSwitch13_g11907 = staticSwitch15_g11907; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord7.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); + #else + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; + #endif + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11923 = staticSwitch16_g11923; + #endif + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; + #else + float4 staticSwitch5_g11922 = staticSwitch13_g11907; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; + #else + float4 staticSwitch11_g11922 = staticSwitch5_g11922; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord7.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); + #else + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; + #endif + float4 break2_g11929 = temp_output_1_0_g11927; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); + #else + float3 staticSwitch22_g11927 = staticSwitch21_g11927; + #endif + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; + #else + float4 staticSwitch7_g11922 = staticSwitch11_g11922; + #endif + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; + #ifdef _ENABLESHADOW_ON + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; + #else + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); + #endif + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; + #else + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11777 = 1.0; + #else + float staticSwitch9_g11777 = staticSwitch8_g11777; + #endif + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11934; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11941 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; + #else + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; + #endif + float4 temp_output_340_0 = staticSwitch6_g11941; + + float2 temp_output_11_0_g11942 = finalUV146; + float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity ); + unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) ); + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11942 = tex2D( _MetallicMap, temp_output_11_0_g11942 ); + float staticSwitch23_g11942 = ( tex2DNode7_g11942.r * _Metallic ); + #else + float staticSwitch23_g11942 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11942 = ( _Smoothness * tex2DNode7_g11942.r ); + #else + float staticSwitch22_g11942 = _Smoothness; + #endif + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 ); + float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b)); + float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a ); + #else + float3 staticSwitch13_g11942 = float3( 0, 0, 0 ); + #endif + - #ifdef _METALLICMAPTOGGLE_ON - float4 tex2DNode7_g11915 = tex2D(_MetallicMap, temp_output_11_0_g11915); - float staticSwitch23_g11915 = (tex2DNode7_g11915.r * _Metallic); - #else - float staticSwitch23_g11915 = _Metallic; - #endif + float3 BaseColor = temp_output_340_0.rgb; + float3 Normal = unpack3_g11942; + float3 Specular = 0.5; + float Metallic = staticSwitch23_g11942; + float Smoothness = staticSwitch22_g11942; + float Occlusion = 1; + float3 Emission = staticSwitch13_g11942; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float AlphaClipThresholdShadow = _ShadowClip; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; - #ifdef _METALLICMAPTOGGLE_ON - float staticSwitch22_g11915 = (_Smoothness * tex2DNode7_g11915.r); - #else - float staticSwitch22_g11915 = _Smoothness; - #endif + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = ClipPos.z; + #endif + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS) + ShadowCoord = TransformWorldToShadowCoord( PositionWS ); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = PositionWS; + inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); + inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; + inputData.shadowCoord = ShadowCoord; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS )); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + #else + inputData.normalWS = NormalWS; + #endif + + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + inputData.viewDirectionWS = SafeNormalize( ViewDirWS ); + + #ifdef ASE_FOG + // @diogo: no fog applied in GBuffer + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + #endif + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = input.lightmapUVOrVertexSH.xyz; + #endif + + #if defined(_SCREEN_SPACE_IRRADIANCE) + inputData.bakedGI = SAMPLE_GI(_ScreenSpaceIrradiance, input.positionCS.xy); + #elif defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + inputData.bakedGI = SAMPLE_GI(SH, + GetAbsolutePositionWS(inputData.positionWS), + inputData.normalWS, + inputData.viewDirectionWS, + input.positionCS.xy, + input.probeOcclusion, + inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + inputData.probeOcclusion = input.probeOcclusion; + #endif + #endif + + #ifdef _DBUFFER + ApplyDecal(input.positionCS, + BaseColor, + Specular, + inputData.normalWS, + Metallic, + Occlusion, + Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); + + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + half4 color; + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + + color.rgb = GlobalIllumination(brdfData, (BRDFData)0, 0, + inputData.bakedGI, Occlusion, inputData.positionWS, + inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); + + color.a = Alpha; + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return PackGBuffersBRDFData(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); + } + + ENDHLSL + } + + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + Cull Off + AlphaToMask Off + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - float3 BaseColor = temp_output_340_0.rgb; - float3 Normal = unpack3_g11915; - float3 Emission = staticSwitch13_g11915; - float3 Specular = 0.5; - float Metallic = staticSwitch23_g11915; - float Smoothness = staticSwitch22_g11915; - float Occlusion = 1; - float Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - float AlphaClipThresholdShadow = _ShadowClip; - float3 BakedGI = 0; - float3 RefractionColor = 1; - float RefractionIndex = 1; - float3 Transmission = 1; - float3 Translucency = 1; + #pragma vertex vert + #pragma fragment frag - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; - #endif + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif + #endif - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); - #endif + #define SCENESELECTIONPASS 1 - InputData inputData = (InputData)0; - inputData.positionWS = WorldPosition; - inputData.positionCS = input.positionCS; - inputData.shadowCoord = ShadowCoords; + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY - #ifdef _NORMALMAP - #if _NORMAL_DROPOFF_TS - inputData.normalWS = - TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); - #elif _NORMAL_DROPOFF_OS - inputData.normalWS = TransformObjectToWorldNormal(Normal); - #elif _NORMAL_DROPOFF_WS - inputData.normalWS = Normal; - #endif - #else - inputData.normalWS = WorldNormal; - #endif - - inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); - inputData.viewDirectionWS = SafeNormalize(WorldViewDirection); - - #ifdef ASE_FOG - // @diogo: no fog applied in GBuffer - #endif - #ifdef _ADDITIONAL_LIGHTS_VERTEX - inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; - #endif - - #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) - float3 SH = SampleSH(inputData.normalWS.xyz); - #else - float3 SH = input.lightmapUVOrVertexSH.xyz; - #endif - - #if defined(DYNAMICLIGHTMAP_ON) - inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, - inputData.normalWS); - inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); - #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) - inputData.bakedGI = SAMPLE_GI(SH, GetAbsolutePositionWS(inputData.positionWS), - inputData.normalWS, - inputData.viewDirectionWS, - input.positionCS.xy, - input.probeOcclusion, - inputData.shadowMask); - #else - inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); - inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); - #endif - - #ifdef ASE_BAKEDGI - inputData.bakedGI = BakedGI; - #endif - - inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; - - #if defined(DEBUG_DISPLAY) - #if defined(DYNAMICLIGHTMAP_ON) - inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; - #endif - #if defined(LIGHTMAP_ON) - inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; - #else - inputData.vertexSH = SH; - #endif - #if defined(USE_APV_PROBE_OCCLUSION) - inputData.probeOcclusion = input.probeOcclusion; - #endif - #endif - - #ifdef _DBUFFER - ApplyDecal(input.positionCS, - BaseColor, - Specular, - inputData.normalWS, - Metallic, - Occlusion, - Smoothness); - #endif - - BRDFData brdfData; - InitializeBRDFData - (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); - - Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); - half4 color; - MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); - color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, - inputData.normalWS, inputData.viewDirectionWS); - color.a = Alpha; - - #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY - color.rgb *= color.a; - #endif - - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; - #endif - - return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); - } - ENDHLSL - } - - - Pass - { - - Name "SceneSelectionPass" - Tags - { - "LightMode"="SceneSelectionPass" - } - - Cull Off - AlphaToMask Off - - HLSLPROGRAM - #define _NORMAL_DROPOFF_TS 1 - #define ASE_FOG 1 - #define _ALPHATEST_SHADOW_ON 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define _EMISSION - #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 - - - #pragma vertex vert - #pragma fragment frag - - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 - #endif - - #define SCENESELECTIONPASS 1 - - #define ATTRIBUTES_NEED_NORMAL - #define ATTRIBUTES_NEED_TANGENT - #define SHADERPASS SHADERPASS_DEPTHONLY - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - - struct Attributes - { - float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct PackedVaryings - { - float4 positionCS : SV_POSITION; - float4 ase_texcoord : TEXCOORD0; - float4 ase_texcoord1 : TEXCOORD1; - float4 ase_texcoord2 : TEXCOORD2; - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowColor; - float4 _SineGlowMask_ST; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBRedTint; - float4 _RecolorRGBGreenTint; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPCyanTint; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPYellowTint; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - float4 _EmissionTint; - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - float4 _FrozenSnowColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionSpeed; - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnPosition; - float2 _BurnEdgeNoiseScale; - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineDistortionIntensity; - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineNoiseSpeed; - float2 _InnerOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - float2 _UVDistortTo; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowDensity; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - #endif - float _NormalIntensity; - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - float _Metallic; - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - float _Smoothness; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - float _RainbowSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneInvert; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Fade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSaturation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - float _EnchantedBrightness; - float _EnchantedReduce; - float _EnchantedFade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - int _TextureLayer2Rows; - int _TextureLayer2Columns; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSpeed; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowBrightness; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON - float _ShineRotation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowDensity; - #endif - #ifdef _ENABLESHINE_ON - float _ShineFrequency; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSpeed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - float _SineRotateFade; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeSmoothness; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - float _PingPongGlowFrequency; - #endif - float _AlphaClip; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - float _InnerOutlineFade; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - float _AddHueContrast; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - float _ColorReplaceRange; - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - float _FlameRadius; - float _FlameNoiseFactor; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - float _AddHueSaturation; - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - #endif - float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; - #endif - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - float _Brightness; - float _ShadowClip; - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - - - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - struct SurfaceDescription - { - float Alpha; - float AlphaClipThreshold; - }; - - PackedVaryings VertexFunction(Attributes input) - { - PackedVaryings output; - ZERO_INITIALIZE(PackedVaryings, output); - - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - output.ase_texcoord1 = screenPos; - output.ase_texcoord2.xyz = ase_positionWS; - - output.ase_texcoord.xy = input.ase_texcoord.xy; - output.ase_texcoord3 = input.positionOS; - output.ase_color = input.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord.zw = 0; - output.ase_texcoord2.w = 0; - - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = input.positionOS.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - - float3 vertexValue = float3(staticSwitch142, 0.0); - - #ifdef ASE_ABSOLUTE_VERTEX_POS - input.positionOS.xyz = vertexValue; - #else - input.positionOS.xyz += vertexValue; - #endif - - input.normalOS = input.normalOS; - - float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); - - output.positionCS = TransformWorldToHClip(positionWS); - - return output; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(Attributes input) - { - VertexControl output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - output.positionOS = input.positionOS; - output.normalOS = input.normalOS; - output.ase_texcoord = input.ase_texcoord; - output.ase_color = input.ase_color; - return output; - } - - TessellationFactors TessellationFunction(InputPatch input) - { - TessellationFactors output; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin -, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w; + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + float4 _MainTex_TexelSize; + float4 _EmissionTint; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + float4 _CamouflageColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11767( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11776( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11796( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11779( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11781( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + PackedVaryings VertexFunction(Attributes input ) + { + PackedVaryings output; + ZERO_INITIALIZE(PackedVaryings, output); + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11937 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); + #else + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); + #else + float2 staticSwitch6_g11937 = staticSwitch4_g11937; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11937 = staticSwitch6_g11937; + #endif + float2 temp_output_424_0 = staticSwitch10_g11937; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord1.xy = input.ase_texcoord.xy; + output.ase_texcoord2 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord1.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; return output; } - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; - [domain("tri")] - PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - Attributes output = (Attributes)0; - output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * - bary.z; - output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2]. - ase_texcoord * bary.z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary - .z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot( - patch[i].positionOS.xyz, patch[i].normalOS)); - float phongStrength = _TessPhongStrength; - output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength -) * output.positionOS.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], output); - return VertexFunction (output); + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; } - #else - PackedVaryings vert(Attributes input) - { - return VertexFunction(input); - } - #endif - half4 frag(PackedVaryings input) : SV_Target - { - SurfaceDescription surfaceDescription = (SurfaceDescription)0; + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } - float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = input.ase_texcoord1; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = input.ase_texcoord2.xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1), - (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.ase_texcoord3.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * - PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + ase_positionWS.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * - _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * - _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * - temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * (( - _SineRotateAngle / 360.0) * PI) * _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), (temp_output_25_0_g11730 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) * - temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow(clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * - _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(ase_positionWS.x, ase_positionWS.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow( - saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow( - max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), - _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + - break2_g11801.z) / 6.0), 0.0001), - max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11782) * _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0, -1)) * temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - -0.705, -0.705)) * temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, -temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed - * temp_output_186_0_g11810)))).rgb * - temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max( - tex2D( - _MainTex, - ( - temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * float2( - 0, -1)) * - temp_output_25_0_g11810))) - .a, - tex2D( - _MainTex, - ( - temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * float2( - 0, 1)) * - temp_output_25_0_g11810))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11810 - + (( - _OuterOutlineWidth - * float2(-1, 0)) - * - temp_output_25_0_g11810))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(-0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2( - -0.705, -0.705)) * - temp_output_25_0_g11810))).a) * 3.0), 1.0), - _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * - temp_output_39_0_g11773)))).rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, -1)) * - temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * float2(0, 1)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11787))).a) * 3.0), 1.0), temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + ase_positionWS - .y) / temp_output_44_0_g11815) * _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * - temp_output_34_0_g11818)) * _GlitchNoiseScale)) - .r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + - break2_g11820.y + break2_g11820.y + break2_g11820.z) / 6.0) * - _GlitchBrightness * hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + - temp_output_99_0_g11852) * _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + - break2_g11855.y + break2_g11855.y + break2_g11855.z) / - 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11845 * _MetalNoiseSpeed) + - temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = input.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + + float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; + #else + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); + #endif + float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); + #else + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11786 = staticSwitch5_g11786; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; + #else + float2 staticSwitch9_g11786 = staticSwitch7_g11786; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; + #else + float2 staticSwitch16_g11786 = staticSwitch9_g11786; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); + #else + float2 staticSwitch14_g11786 = staticSwitch16_g11786; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; + #else + float2 staticSwitch4_g11786 = staticSwitch14_g11786; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11786 = staticSwitch4_g11786; + #endif + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); + #else + float staticSwitch18_g11797 = temp_output_7_0_g11797; + #endif + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); + #else + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; + #endif + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; + #else + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; + #else + float4 staticSwitch3_g11777 = staticSwitch2_g11777; + #endif + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; + #else + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); + #else + float4 staticSwitch6_g11782 = staticSwitch2_g11782; + #endif + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch81_g11831 = appendResult91_g11831; + #endif + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; + #else + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; + #endif + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; + else + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; + #else + float4 staticSwitch9_g11799 = staticSwitch43_g11799; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; + #else + float4 staticSwitch29_g11799 = staticSwitch9_g11799; + #endif + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; + #else + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; + #endif + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; + #else + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; + #else + float4 staticSwitch33_g11799 = staticSwitch32_g11799; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; + #else + float4 staticSwitch36_g11799 = staticSwitch33_g11799; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; + #else + float4 staticSwitch30_g11799 = staticSwitch36_g11799; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; + #else + float4 staticSwitch20_g11799 = staticSwitch30_g11799; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; + #else + float4 staticSwitch17_g11799 = staticSwitch20_g11799; + #endif + float temp_output_39_0_g11799 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; + #else + float4 staticSwitch19_g11799 = staticSwitch17_g11799; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); + #else + float staticSwitch33_g11821 = _AddHueFade; + #endif + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; + #else + float4 staticSwitch23_g11799 = staticSwitch19_g11799; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); + #else + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; + #endif + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; + #else + float4 staticSwitch28_g11799 = staticSwitch23_g11799; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; + #else + float4 staticSwitch38_g11799 = staticSwitch28_g11799; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); + #else + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; + #endif + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11808 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); + #else + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; + #endif + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; + #else + float4 staticSwitch12_g11799 = staticSwitch38_g11799; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); + #else + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; + #endif + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11836 = 1.0; + #else + float staticSwitch203_g11836 = temp_output_182_0_g11836; + #endif + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11836 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); + #else + float staticSwitch200_g11836 = lerpResult168_g11836; + #endif + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; + #else + float4 staticSwitch13_g11799 = staticSwitch12_g11799; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); + #else + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; + #endif + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11813 = 1.0; + #else + float staticSwitch203_g11813 = temp_output_182_0_g11813; + #endif + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); + #else + float staticSwitch200_g11813 = lerpResult168_g11813; + #endif + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; + #else + float4 staticSwitch48_g11799 = staticSwitch13_g11799; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; + #else + float4 staticSwitch46_g11799 = staticSwitch48_g11799; + #endif + float4 temp_output_361_0 = staticSwitch46_g11799; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); + #else + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; + #endif + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; + #else + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); + #else + float staticSwitch60_g11872 = _MetalFade; + #endif + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; + #else + float4 staticSwitch28_g11849 = staticSwitch26_g11849; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; + #else + float4 staticSwitch29_g11849 = staticSwitch28_g11849; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; + #else + float4 staticSwitch32_g11849 = staticSwitch29_g11849; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; + #else + float4 staticSwitch34_g11849 = staticSwitch32_g11849; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); + #else + float staticSwitch98_g11850 = _ShineFade; + #endif + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; + #else + float4 staticSwitch36_g11849 = staticSwitch34_g11849; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; + #else + float4 staticSwitch39_g11849 = staticSwitch36_g11849; + #endif + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; + #else + float3 staticSwitch50_g11889 = lerpResult42_g11889; + #endif + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11889 = lerpResult44_g11889; + #else + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); + #endif + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; + #else + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; + #endif + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; + #else + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; + #else + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; + #endif + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); + #else + float2 staticSwitch73_g11901 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; + #else + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; + #endif + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); + #else + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; + #endif + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; + #else + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; + #endif + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); + #else + float2 staticSwitch73_g11897 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; + #else + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; + #endif + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); + #else + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; + #endif + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; + #else + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; + #endif + float4 temp_output_473_0 = staticSwitch15_g11897; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11905 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11906 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11907 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; + #else + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; + #else + float4 staticSwitch5_g11907 = staticSwitch3_g11907; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; + #else + float4 staticSwitch8_g11907 = staticSwitch5_g11907; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; + #else + float4 staticSwitch9_g11907 = staticSwitch8_g11907; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; + #else + float4 staticSwitch11_g11907 = staticSwitch9_g11907; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; + #else + float4 staticSwitch15_g11907 = staticSwitch11_g11907; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; + #else + float4 staticSwitch13_g11907 = staticSwitch15_g11907; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); + #else + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; + #endif + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11923 = staticSwitch16_g11923; + #endif + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; + #else + float4 staticSwitch5_g11922 = staticSwitch13_g11907; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; + #else + float4 staticSwitch11_g11922 = staticSwitch5_g11922; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); + #else + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; + #endif + float4 break2_g11929 = temp_output_1_0_g11927; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); + #else + float3 staticSwitch22_g11927 = staticSwitch21_g11927; + #endif + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; + #else + float4 staticSwitch7_g11922 = staticSwitch11_g11922; + #endif + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; + #ifdef _ENABLESHADOW_ON + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; + #else + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); + #endif + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; + #else + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11777 = 1.0; + #else + float staticSwitch9_g11777 = staticSwitch8_g11777; + #endif + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11934; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11941 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; + #else + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; + #endif + float4 temp_output_340_0 = staticSwitch6_g11941; + + + surfaceDescription.Alpha = temp_output_340_0.a; + surfaceDescription.AlphaClipThreshold = _AlphaClip; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return half4( _ObjectId, _PassValue, 1.0, 1.0 ); + } + + ENDHLSL + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="Picking" } + + AlphaToMask Off + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - surfaceDescription.Alpha = temp_output_340_0.a; - surfaceDescription.AlphaClipThreshold = _AlphaClip; + #pragma vertex vert + #pragma fragment frag - #if _ALPHATEST_ON - float alphaClipThreshold = 0.01f; - #if ALPHA_CLIP_THRESHOLD - alphaClipThreshold = surfaceDescription.AlphaClipThreshold; - #endif - clip(surfaceDescription.Alpha - alphaClipThreshold); - #endif + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif + #endif - half4 outColor = 0; + #define SCENEPICKINGPASS 1 - #ifdef SCENESELECTIONPASS - outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); - #elif defined(SCENEPICKINGPASS) - outColor = _SelectionID; - #endif + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY - return outColor; - } - ENDHLSL - } - - - Pass - { - - Name "ScenePickingPass" - Tags - { - "LightMode"="Picking" - } - - AlphaToMask Off - - HLSLPROGRAM - #define _NORMAL_DROPOFF_TS 1 - #define ASE_FOG 1 - #define _ALPHATEST_SHADOW_ON 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define _EMISSION - #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 - - - #pragma vertex vert - #pragma fragment frag - - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 - #endif - - #define SCENEPICKINGPASS 1 - - #define ATTRIBUTES_NEED_NORMAL - #define ATTRIBUTES_NEED_TANGENT - #define SHADERPASS SHADERPASS_DEPTHONLY - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - - struct Attributes - { - float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct PackedVaryings - { - float4 positionCS : SV_POSITION; - float4 ase_texcoord : TEXCOORD0; - float4 ase_texcoord1 : TEXCOORD1; - float4 ase_texcoord2 : TEXCOORD2; - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowColor; - float4 _SineGlowMask_ST; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBRedTint; - float4 _RecolorRGBGreenTint; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPCyanTint; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPYellowTint; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - float4 _EmissionTint; - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - float4 _FrozenSnowColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionSpeed; - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnPosition; - float2 _BurnEdgeNoiseScale; - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineDistortionIntensity; - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineNoiseSpeed; - float2 _InnerOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - float2 _UVDistortTo; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowDensity; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - #endif - float _NormalIntensity; - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - float _Metallic; - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - float _Smoothness; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - float _RainbowSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneInvert; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Fade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSaturation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - float _EnchantedBrightness; - float _EnchantedReduce; - float _EnchantedFade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - int _TextureLayer2Rows; - int _TextureLayer2Columns; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSpeed; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowBrightness; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON - float _ShineRotation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowDensity; - #endif - #ifdef _ENABLESHINE_ON - float _ShineFrequency; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSpeed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - float _SineRotateFade; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeSmoothness; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - float _PingPongGlowFrequency; - #endif - float _AlphaClip; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - float _InnerOutlineFade; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - float _AddHueContrast; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - float _ColorReplaceRange; - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - float _FlameRadius; - float _FlameNoiseFactor; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - float _AddHueSaturation; - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - #endif - float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; - #endif - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - float _Brightness; - float _ShadowClip; - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - - - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - struct SurfaceDescription - { - float Alpha; - float AlphaClipThreshold; - }; - - PackedVaryings VertexFunction(Attributes input) - { - PackedVaryings output; - ZERO_INITIALIZE(PackedVaryings, output); - - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), - length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, - 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - output.ase_texcoord1 = screenPos; - output.ase_texcoord2.xyz = ase_positionWS; - - output.ase_texcoord.xy = input.ase_texcoord.xy; - output.ase_texcoord3 = input.positionOS; - output.ase_color = input.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord.zw = 0; - output.ase_texcoord2.w = 0; - - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = input.positionOS.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - - float3 vertexValue = float3(staticSwitch142, 0.0); - - #ifdef ASE_ABSOLUTE_VERTEX_POS - input.positionOS.xyz = vertexValue; - #else - input.positionOS.xyz += vertexValue; - #endif - - input.normalOS = input.normalOS; - - float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); - output.positionCS = TransformWorldToHClip(positionWS); - - return output; - } - - #if defined(ASE_TESSELLATION) - struct VertexControl - { - float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct TessellationFactors - { - float edge[3] : SV_TessFactor; - float inside : SV_InsideTessFactor; - }; - - VertexControl vert(Attributes input) - { - VertexControl output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - output.positionOS = input.positionOS; - output.normalOS = input.normalOS; - output.ase_texcoord = input.ase_texcoord; - output.ase_color = input.ase_color; - return output; - } - - TessellationFactors TessellationFunction(InputPatch input) - { - TessellationFactors output; - float4 tf = 1; - float tessValue = _TessValue; - float tessMin = _TessMin; - float tessMax = _TessMax; - float edgeLength = _TessEdgeLength; - float tessMaxDisp = _TessMaxDisp; - #if defined(ASE_FIXED_TESSELLATION) - tf= FixedTess(tessValue); - #elif defined(ASE_DISTANCE_TESSELLATION) - tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin -, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos); - #elif defined(ASE_LENGTH_TESSELLATION) - tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams); - #elif defined(ASE_LENGTH_CULL_TESSELLATION) - tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength -, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes); - #endif - output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w; + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + float4 _MainTex_TexelSize; + float4 _EmissionTint; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + float4 _CamouflageColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11767( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11776( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11796( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11779( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11781( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output; + ZERO_INITIALIZE(PackedVaryings, output); + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11937 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); + #else + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); + #else + float2 staticSwitch6_g11937 = staticSwitch4_g11937; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11937 = staticSwitch6_g11937; + #endif + float2 temp_output_424_0 = staticSwitch10_g11937; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord1.xy = input.ase_texcoord.xy; + output.ase_texcoord2 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord1.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; return output; } - [domain("tri")] - [partitioning("fractional_odd")] - [outputtopology("triangle_cw")] - [patchconstantfunc("TessellationFunction")] - [outputcontrolpoints(3)] - VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) - { - return patch[id]; - } + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; - [domain("tri")] - PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, - float3 bary : SV_DomainLocation) - { - Attributes output = (Attributes)0; - output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * - bary.z; - output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; - output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2]. - ase_texcoord * bary.z; - output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary - .z; - #if defined(ASE_PHONG_TESSELLATION) - float3 pp[3]; - for (int i = 0; i<3;++i) - pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot( - patch[i].positionOS.xyz, patch[i].normalOS)); - float phongStrength = _TessPhongStrength; - output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength -) * output.positionOS.xyz; - #endif - UNITY_TRANSFER_INSTANCE_ID (patch[0], output); - return VertexFunction (output); + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; } - #else - PackedVaryings vert(Attributes input) - { - return VertexFunction(input); - } - #endif - half4 frag(PackedVaryings input) : SV_Target - { - SurfaceDescription surfaceDescription = (SurfaceDescription)0; + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } - float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = input.ase_texcoord1; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = input.ase_texcoord2.xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1), - (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.ase_texcoord3.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * - _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + ase_positionWS.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed - * shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * - _UVDistortNoiseScale)). - r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * PI) * - _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) * - temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * - _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow( - clampResult37_g11767, - (_CustomFadeSmoothness / - max(tex2DNode3_g11767.r, 0.05))) * - _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(ase_positionWS.x, ase_positionWS.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow( - saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow( - saferPower57_g11803, - max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * - _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow( - max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), - _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), - break12_g11785.b), - 1.0)), 0.0001), max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801. - y + break2_g11801.z) / 6.0), 0.0001), - max(_InkSpreadContrast, 0.0001))), - (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11782) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0, 1)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - 0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2( - -0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, -(temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0.705, -0.705)) * temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11810)))).rgb - * - temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) - * _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max(tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11810))).a, - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11810))). - a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth - * float2(-0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2( - -0.705, -0.705)) * - temp_output_25_0_g11810))).a) * 3.0), - 1.0), _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11773)))).rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(0, -1)) * temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * - float2(0, 1)) * temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11787))).a) * 3.0), 1.0), - temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + ase_positionWS. - y) / - temp_output_44_0_g11815) * _HologramLineFrequency))), _HologramLineGap), - _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + - break2_g11820.y + break2_g11820.y + - break2_g11820.z) / 6.0) * _GlitchBrightness * - hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + temp_output_99_0_g11852) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + - break2_g11855.y + break2_g11855.y + - break2_g11855.z) / 6.0), 0.0001), - max(_CamouflageContrast, 0.0001))), _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11845 * _MetalNoiseSpeed) + - temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = input.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + + float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; + #else + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); + #endif + float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); + #else + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11786 = staticSwitch5_g11786; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; + #else + float2 staticSwitch9_g11786 = staticSwitch7_g11786; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; + #else + float2 staticSwitch16_g11786 = staticSwitch9_g11786; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); + #else + float2 staticSwitch14_g11786 = staticSwitch16_g11786; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; + #else + float2 staticSwitch4_g11786 = staticSwitch14_g11786; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11786 = staticSwitch4_g11786; + #endif + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); + #else + float staticSwitch18_g11797 = temp_output_7_0_g11797; + #endif + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); + #else + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; + #endif + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; + #else + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; + #else + float4 staticSwitch3_g11777 = staticSwitch2_g11777; + #endif + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; + #else + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); + #else + float4 staticSwitch6_g11782 = staticSwitch2_g11782; + #endif + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch81_g11831 = appendResult91_g11831; + #endif + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; + #else + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; + #endif + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; + else + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; + #else + float4 staticSwitch9_g11799 = staticSwitch43_g11799; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; + #else + float4 staticSwitch29_g11799 = staticSwitch9_g11799; + #endif + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; + #else + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; + #endif + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; + #else + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; + #else + float4 staticSwitch33_g11799 = staticSwitch32_g11799; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; + #else + float4 staticSwitch36_g11799 = staticSwitch33_g11799; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; + #else + float4 staticSwitch30_g11799 = staticSwitch36_g11799; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; + #else + float4 staticSwitch20_g11799 = staticSwitch30_g11799; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; + #else + float4 staticSwitch17_g11799 = staticSwitch20_g11799; + #endif + float temp_output_39_0_g11799 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; + #else + float4 staticSwitch19_g11799 = staticSwitch17_g11799; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); + #else + float staticSwitch33_g11821 = _AddHueFade; + #endif + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; + #else + float4 staticSwitch23_g11799 = staticSwitch19_g11799; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); + #else + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; + #endif + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; + #else + float4 staticSwitch28_g11799 = staticSwitch23_g11799; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; + #else + float4 staticSwitch38_g11799 = staticSwitch28_g11799; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); + #else + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; + #endif + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11808 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); + #else + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; + #endif + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; + #else + float4 staticSwitch12_g11799 = staticSwitch38_g11799; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); + #else + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; + #endif + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11836 = 1.0; + #else + float staticSwitch203_g11836 = temp_output_182_0_g11836; + #endif + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11836 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); + #else + float staticSwitch200_g11836 = lerpResult168_g11836; + #endif + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; + #else + float4 staticSwitch13_g11799 = staticSwitch12_g11799; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); + #else + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; + #endif + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11813 = 1.0; + #else + float staticSwitch203_g11813 = temp_output_182_0_g11813; + #endif + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); + #else + float staticSwitch200_g11813 = lerpResult168_g11813; + #endif + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; + #else + float4 staticSwitch48_g11799 = staticSwitch13_g11799; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; + #else + float4 staticSwitch46_g11799 = staticSwitch48_g11799; + #endif + float4 temp_output_361_0 = staticSwitch46_g11799; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); + #else + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; + #endif + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; + #else + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); + #else + float staticSwitch60_g11872 = _MetalFade; + #endif + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; + #else + float4 staticSwitch28_g11849 = staticSwitch26_g11849; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; + #else + float4 staticSwitch29_g11849 = staticSwitch28_g11849; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; + #else + float4 staticSwitch32_g11849 = staticSwitch29_g11849; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; + #else + float4 staticSwitch34_g11849 = staticSwitch32_g11849; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); + #else + float staticSwitch98_g11850 = _ShineFade; + #endif + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; + #else + float4 staticSwitch36_g11849 = staticSwitch34_g11849; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; + #else + float4 staticSwitch39_g11849 = staticSwitch36_g11849; + #endif + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; + #else + float3 staticSwitch50_g11889 = lerpResult42_g11889; + #endif + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11889 = lerpResult44_g11889; + #else + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); + #endif + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; + #else + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; + #endif + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; + #else + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; + #else + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; + #endif + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); + #else + float2 staticSwitch73_g11901 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; + #else + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; + #endif + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); + #else + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; + #endif + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; + #else + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; + #endif + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); + #else + float2 staticSwitch73_g11897 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; + #else + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; + #endif + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); + #else + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; + #endif + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; + #else + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; + #endif + float4 temp_output_473_0 = staticSwitch15_g11897; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11905 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11906 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11907 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; + #else + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; + #else + float4 staticSwitch5_g11907 = staticSwitch3_g11907; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; + #else + float4 staticSwitch8_g11907 = staticSwitch5_g11907; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; + #else + float4 staticSwitch9_g11907 = staticSwitch8_g11907; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; + #else + float4 staticSwitch11_g11907 = staticSwitch9_g11907; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; + #else + float4 staticSwitch15_g11907 = staticSwitch11_g11907; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; + #else + float4 staticSwitch13_g11907 = staticSwitch15_g11907; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); + #else + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; + #endif + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11923 = staticSwitch16_g11923; + #endif + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; + #else + float4 staticSwitch5_g11922 = staticSwitch13_g11907; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; + #else + float4 staticSwitch11_g11922 = staticSwitch5_g11922; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); + #else + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; + #endif + float4 break2_g11929 = temp_output_1_0_g11927; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); + #else + float3 staticSwitch22_g11927 = staticSwitch21_g11927; + #endif + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; + #else + float4 staticSwitch7_g11922 = staticSwitch11_g11922; + #endif + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; + #ifdef _ENABLESHADOW_ON + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; + #else + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); + #endif + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; + #else + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11777 = 1.0; + #else + float staticSwitch9_g11777 = staticSwitch8_g11777; + #endif + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11934; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11941 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; + #else + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; + #endif + float4 temp_output_340_0 = staticSwitch6_g11941; + + + surfaceDescription.Alpha = temp_output_340_0.a; + surfaceDescription.AlphaClipThreshold = _AlphaClip; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return unity_SelectionID; + } + ENDHLSL + } + + + Pass + { + + Name "MotionVectors" + Tags { "LightMode"="MotionVectors" } + + ColorMask RG + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19905 + #define ASE_SRP_VERSION 170300 - surfaceDescription.Alpha = temp_output_340_0.a; - surfaceDescription.AlphaClipThreshold = _AlphaClip; + #pragma vertex vert + #pragma fragment frag - #if _ALPHATEST_ON - float alphaClipThreshold = 0.01f; - #if ALPHA_CLIP_THRESHOLD - alphaClipThreshold = surfaceDescription.AlphaClipThreshold; - #endif - clip(surfaceDescription.Alpha - alphaClipThreshold); - #endif - - half4 outColor = 0; - - #ifdef SCENESELECTIONPASS - outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); - #elif defined(SCENEPICKINGPASS) - outColor = _SelectionID; - #endif - - return outColor; - } - ENDHLSL - } - - - Pass - { - - Name "MotionVectors" - Tags - { - "LightMode"="MotionVectors" - } - - ColorMask RG - - HLSLPROGRAM - #pragma multi_compile _ALPHATEST_ON - #define _NORMAL_DROPOFF_TS 1 - #pragma multi_compile_instancing - #pragma multi_compile _ LOD_FADE_CROSSFADE - #define ASE_FOG 1 - #define _ALPHATEST_SHADOW_ON 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define _EMISSION - #define _NORMALMAP 1 - #define ASE_VERSION 19903 - #define ASE_SRP_VERSION 170200 - - - #pragma vertex vert - #pragma fragment frag - - #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) - #define _SPECULAR_COLOR 1 - #endif + #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) + #if defined( _SPECULARHIGHLIGHTS_OFF ) + #undef _SPECULAR_COLOR + #else + #define _SPECULAR_COLOR + #endif + #endif #define SHADERPASS SHADERPASS_MOTION_VECTORS #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - - #if defined(LOD_FADE_CROSSFADE) - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl" - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_VERT_POSITION - #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_POSITION - #define ASE_NEEDS_FRAG_COLOR - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD - #pragma shader_feature_local _ENABLESINESCALE_ON - #pragma shader_feature _ENABLEVIBRATE_ON - #pragma shader_feature _ENABLESINEMOVE_ON - #pragma shader_feature _ENABLESQUISH_ON - #pragma shader_feature _SPRITESHEETFIX_ON - #pragma shader_feature_local _PIXELPERFECTUV_ON - #pragma shader_feature _ENABLEWORLDTILING_ON - #pragma shader_feature _ENABLESCREENTILING_ON - #pragma shader_feature _TOGGLETIMEFREQUENCY_ON - #pragma shader_feature _TOGGLETIMEFPS_ON - #pragma shader_feature _TOGGLETIMESPEED_ON - #pragma shader_feature _TOGGLEUNSCALEDTIME_ON - #pragma shader_feature _TOGGLECUSTOMTIME_ON - #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN - #pragma shader_feature _PIXELPERFECTSPACE_ON - #pragma shader_feature _BAKEDMATERIAL_ON - #pragma shader_feature _VERTEXTINTFIRST_ON - #pragma shader_feature _ENABLESHADOW_ON - #pragma shader_feature _ENABLESTRONGTINT_ON - #pragma shader_feature _ENABLEALPHATINT_ON - #pragma shader_feature_local _ENABLEADDCOLOR_ON - #pragma shader_feature_local _ENABLEHALFTONE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON - #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON - #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON - #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON - #pragma shader_feature_local _ENABLEFULLDISTORTION_ON - #pragma shader_feature _ENABLETEXTURELAYER2_ON - #pragma shader_feature _ENABLETEXTURELAYER1_ON - #pragma shader_feature _ENABLESHIFTING_ON - #pragma shader_feature _ENABLEENCHANTED_ON - #pragma shader_feature_local _ENABLEPOISON_ON - #pragma shader_feature_local _ENABLESHINE_ON - #pragma shader_feature_local _ENABLERAINBOW_ON - #pragma shader_feature_local _ENABLEBURN_ON - #pragma shader_feature_local _ENABLEFROZEN_ON - #pragma shader_feature_local _ENABLEMETAL_ON - #pragma shader_feature_local _ENABLECAMOUFLAGE_ON - #pragma shader_feature_local _ENABLEGLITCH_ON - #pragma shader_feature_local _ENABLEHOLOGRAM_ON - #pragma shader_feature _ENABLEPINGPONGGLOW_ON - #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON - #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON - #pragma shader_feature_local _ENABLEINNEROUTLINE_ON - #pragma shader_feature_local _ENABLESATURATION_ON - #pragma shader_feature_local _ENABLESINEGLOW_ON - #pragma shader_feature_local _ENABLEADDHUE_ON - #pragma shader_feature_local _ENABLESHIFTHUE_ON - #pragma shader_feature_local _ENABLEINKSPREAD_ON - #pragma shader_feature_local _ENABLEBLACKTINT_ON - #pragma shader_feature_local _ENABLESPLITTONING_ON - #pragma shader_feature_local _ENABLEHUE_ON - #pragma shader_feature_local _ENABLEBRIGHTNESS_ON - #pragma shader_feature_local _ENABLECONTRAST_ON - #pragma shader_feature _ENABLENEGATIVE_ON - #pragma shader_feature_local _ENABLECOLORREPLACE_ON - #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON - #pragma shader_feature _ENABLERECOLORRGB_ON - #pragma shader_feature_local _ENABLEFLAME_ON - #pragma shader_feature_local _ENABLECHECKERBOARD_ON - #pragma shader_feature_local _ENABLECUSTOMFADE_ON - #pragma shader_feature_local _ENABLESMOKE_ON - #pragma shader_feature _ENABLESHARPEN_ON - #pragma shader_feature _ENABLEGAUSSIANBLUR_ON - #pragma shader_feature _ENABLESMOOTHPIXELART_ON - #pragma shader_feature_local _TILINGFIX_ON - #pragma shader_feature _ENABLEWIGGLE_ON - #pragma shader_feature_local _ENABLEUVSCALE_ON - #pragma shader_feature_local _ENABLEPIXELATE_ON - #pragma shader_feature_local _ENABLEUVSCROLL_ON - #pragma shader_feature_local _ENABLEUVROTATE_ON - #pragma shader_feature_local _ENABLESINEROTATE_ON - #pragma shader_feature_local _ENABLESQUEEZE_ON - #pragma shader_feature_local _ENABLEUVDISTORT_ON - #pragma shader_feature_local _ENABLEWIND_ON - #pragma shader_feature_local _WINDLOCALWIND_ON - #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON - #pragma shader_feature_local _WINDISPARALLAX_ON - #pragma shader_feature _UVDISTORTMASKTOGGLE_ON - #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON - #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON - #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON - #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON - #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON - #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON - #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON - #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON - #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON - #pragma shader_feature _METALMASKTOGGLE_ON - #pragma shader_feature _SHINEMASKTOGGLE_ON - #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON - #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON - #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON - #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON - #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON - #pragma shader_feature _ADDCOLORMASKTOGGLE_ON - #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON - #pragma shader_feature _STRONGTINTMASKTOGGLE_ON - - - struct Attributes - { - float4 positionOS : POSITION; - float3 positionOld : TEXCOORD4; - #if _ADD_PRECOMPUTED_VELOCITY - float3 alembicMotionVector : TEXCOORD5; - #endif - float4 ase_texcoord : TEXCOORD0; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct PackedVaryings - { - float4 positionCS : SV_POSITION; - float4 positionCSNoJitter : TEXCOORD0; - float4 previousPositionCSNoJitter : TEXCOORD1; - float4 ase_texcoord2 : TEXCOORD2; - float4 ase_texcoord3 : TEXCOORD3; - float4 ase_texcoord4 : TEXCOORD4; - float4 ase_texcoord5 : TEXCOORD5; - float4 ase_color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - }; - - - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowTo; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 _BlackTintColor; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 _InkSpreadColor; - #endif - #ifdef _ENABLEPOISON_ON - float4 _PoisonColor; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineMask_ST; - #endif - #ifdef _ENABLEADDHUE_ON - float4 _AddHueMask_ST; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 _SineGlowColor; - float4 _SineGlowMask_ST; - #endif - #ifdef _ENABLESHINE_ON - float4 _ShineColor; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 _InnerOutlineColor; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 _OuterOutlineColor; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float4 _SourceGlowDissolveEdgeColor; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 _PixelOutlineColor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float4 _PingPongGlowFrom; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnEdgeColor; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float4 _HologramTint; - #endif - #ifdef _ENABLEENCHANTED_ON - float4 _EnchantedLowColor; - float4 _EnchantedHighColor; - #endif - #ifdef _ENABLEUVDISTORT_ON - float4 _UVDistortMask_ST; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningHighlightsColor; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBRedTint; - float4 _RecolorRGBGreenTint; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float4 _TextureLayer2Color; - #endif - #ifdef _ENABLERECOLORRGB_ON - float4 _RecolorRGBBlueTint; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPPurpleTint; - float4 _RecolorRGBYCPBlueTint; - float4 _RecolorRGBYCPCyanTint; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float4 _DirectionalGlowFadeEdgeColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPGreenTint; - float4 _RecolorRGBYCPRedTint; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorB; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceFromColor; - #endif - #ifdef _ENABLESHIFTING_ON - float4 _ShiftingColorA; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float4 _FullGlowDissolveEdgeColor; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 _ColorReplaceToColor; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 _SplitToningShadowsColor; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 _RecolorRGBYCPYellowTint; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideColor; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float4 _TextureLayer1Color; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalColor; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 _AlphaTintColor; - #endif - #ifdef _ENABLEFROZEN_ON - float4 _FrozenHighlightColor; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintMask_ST; - #endif - #ifdef _ENABLEBURN_ON - float4 _BurnInsideNoiseColor; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorMask_ST; - #endif - #ifdef _SHADERFADING_MASK - float4 _FadingMask_ST; - #endif - #ifdef _ENABLEADDCOLOR_ON - float4 _AddColorColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorB; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalHighlightColor; - #endif - #ifdef _ENABLESHADOW_ON - float4 _ShadowColor; - #endif - float4 _EmissionTint; - #ifdef _SPRITESHEETFIX_ON - float4 _SpriteSheetRect; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 _StrongTintTint; - #endif - float4 _MainTex_TexelSize; - #ifdef _ENABLEFROZEN_ON - float4 _FrozenTint; - float4 _FrozenSnowColor; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageBaseColor; - #endif - #ifdef _ENABLEMETAL_ON - float4 _MetalMask_ST; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float4 _CamouflageColorA; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortion; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1ScrollSpeed; - float2 _TextureLayer1Offset; - #endif - #ifdef _ENABLEENCHANTED_ON - float2 _EnchantedSpeed; - float2 _EnchantedScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseSpeed; - float2 _MetalNoiseScale; - #endif - #ifdef _ENABLEFLAME_ON - float2 _FlameSpeed; - float2 _FlameNoiseScale; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionSpeed; - float2 _FrozenHighlightScale; - float2 _FrozenHighlightSpeed; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortion; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenHighlightDistortionScale; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float2 _TextureLayer1Scale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnInsideNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadPosition; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionSpeed; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseScale; - #endif - #ifdef _ENABLEBURN_ON - float2 _BurnPosition; - float2 _BurnEdgeNoiseScale; - float2 _BurnSwirlNoiseScale; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowCenter; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionSpeed; - #endif - #ifdef _ENABLERAINBOW_ON - float2 _RainbowNoiseScale; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float2 _PixelOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionScale; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float2 _CustomFadeNoiseScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseScale; - #endif - #ifdef _ENABLEMETAL_ON - float2 _MetalNoiseDistortionScale; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineNoiseSpeed; - float2 _OuterOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleA; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float2 _InnerOutlineDistortionIntensity; - float2 _InnerOutlineNoiseScale; - float2 _InnerOutlineNoiseSpeed; - float2 _InnerOutlineTextureSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageNoiseScaleB; - #endif - #ifdef _ENABLEPOISON_ON - float2 _PoisonNoiseSpeed; - float2 _PoisonNoiseScale; - #endif - #ifdef _ENABLEINKSPREAD_ON - float2 _InkSpreadNoiseScale; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchNoiseSpeed; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float2 _CamouflageDistortionIntensity; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float2 _OuterOutlineDistortionIntensity; - #endif - #ifdef _ENABLEFROZEN_ON - float2 _FrozenSnowScale; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeScale; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float2 _FullGlowDissolveNoiseScale; - #endif - #ifdef _ENABLESINESCALE_ON - float2 _SineScaleFactor; - #endif - #ifdef _ENABLEHALFTONE_ON - float2 _HalftonePosition; - #endif - float2 _FadingNoiseScale; - #ifdef _SHADERFADING_SPREAD - float2 _FadingPosition; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 _SqueezeCenter; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortNoiseScale; - float2 _UVDistortSpeed; - float2 _UVDistortTo; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 _DirectionalGlowFadeNoiseScale; - #endif - #ifdef _ENABLEUVDISTORT_ON - float2 _UVDistortFrom; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolvePosition; - #endif - #ifdef _ENABLEGLITCH_ON - float2 _GlitchMaskScale; - float2 _GlitchMaskSpeed; - float2 _GlitchDistortion; - float2 _GlitchDistortionScale; - float2 _GlitchDistortionSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float2 _SourceAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float2 _DirectionalAlphaFadeNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionNoiseScale; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 _SourceGlowDissolvePosition; - float2 _SourceGlowDissolveNoiseScale; - #endif - #ifdef _ENABLEFULLDISTORTION_ON - float2 _FullDistortionDistortion; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortionScale; - float2 _DirectionalDistortionNoiseScale; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float2 _FullAlphaDissolveNoiseScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float2 _SineRotatePivot; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 _DirectionalDistortionDistortion; - #endif - #ifdef _ENABLEUVROTATE_ON - float2 _UVRotatePivot; - #endif - #ifdef _ENABLESINEMOVE_ON - float2 _SineMoveFrequency; - float2 _SineMoveOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2ScrollSpeed; - float2 _TextureLayer2Offset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScaleScale; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingOffset; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 _UVScalePivot; - #endif - #ifdef _ENABLESHADOW_ON - float2 _ShadowOffset; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float2 _TextureLayer2Scale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingOffset; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 _UVScrollSpeed; - #endif - #ifdef _ENABLEWORLDTILING_ON - float2 _WorldTilingScale; - #endif - #ifdef _ENABLESCREENTILING_ON - float2 _ScreenTilingScale; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowDensity; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnEdgeNoiseFactor; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeNoiseFactor; - #endif - float _NormalIntensity; - #ifdef _ENABLEBURN_ON - float _BurnWidth; - #endif - float _Metallic; - #ifdef _ENABLEBURN_ON - float _BurnFade; - #endif - float _Smoothness; - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeInvert; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeRotation; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowNoiseFactor; - float _RainbowSpeed; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeFade; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintFade; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideContrast; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFadeWidth; - #endif - #ifdef _ENABLEBURN_ON - float _BurnInsideNoiseFactor; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenFade; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneFade; - float _HalftoneTiling; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightContrast; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float _DirectionalAlphaFadeInvert; - #endif - #ifdef _ENABLEHALFTONE_ON - float _HalftoneInvert; - #endif - #ifdef _ENABLEADDCOLOR_ON - float _AddColorFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeWidth; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintMinAlpha; - #endif - #ifdef _ENABLEBURN_ON - float _BurnSwirlFactor; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeNoiseFactor; - #endif - #ifdef _ENABLEALPHATINT_ON - float _AlphaTintFade; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float _DirectionalGlowFadeFade; - float _DirectionalGlowFadeRotation; - #endif - #ifdef _ENABLESTRONGTINT_ON - float _StrongTintContrast; - #endif - #ifdef _ENABLEBURN_ON - float _BurnRadius; - #endif - #ifdef _ENABLESHADOW_ON - float _ShadowFade; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Fade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineContrast; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowSaturation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedContrast; - float _EnchantedBrightness; - float _EnchantedReduce; - float _EnchantedFade; - #endif - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float _FullAlphaDissolveWidth; - float _FullAlphaDissolveFade; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Fade; - float _TextureLayer2Contrast; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingSpeed; - #endif - int _TextureLayer2StartFrame; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2Speed; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSaturation; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingDensity; - float _ShiftingSaturation; - float _ShiftingContrast; - float _ShiftingFade; - #endif - int _TextureLayer2Rows; - int _TextureLayer2Columns; - #ifdef _ENABLETEXTURELAYER2_ON - float _TextureLayer2EdgeClip; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1EdgeClip; - #endif - int _TextureLayer1Columns; - int _TextureLayer1Rows; - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Speed; - #endif - int _TextureLayer1StartFrame; - #ifdef _ENABLEFROZEN_ON - float _FrozenHighlightDensity; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveInvert; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowSpeed; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveFade; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowBrightness; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float _SourceGlowDissolveFade; - float _SourceGlowDissolveNoiseFactor; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowContrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveWidth; - #endif - #ifdef _ENABLERAINBOW_ON - float _RainbowFade; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSaturation; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - float _TextureLayer1Contrast; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveNoiseFactor; - #endif - #ifdef _ENABLESHINE_ON - float _ShineRotation; - #endif - #ifdef _ENABLEENCHANTED_ON - float _EnchantedRainbowDensity; - #endif - #ifdef _ENABLESHINE_ON - float _ShineFrequency; - float _ShineWidth; - float _ShineSmooth; - float _ShineFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonShiftSpeed; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveFade; - #endif - #ifdef _ENABLEPOISON_ON - float _PoisonDensity; - float _PoisonFade; - float _PoisonNoiseBrightness; - float _PoisonRecolorFactor; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float _SourceAlphaDissolveInvert; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float _FullGlowDissolveWidth; - #endif - #ifdef _ENABLESHINE_ON - float _ShineSpeed; - #endif - #ifdef _ENABLESHIFTING_ON - float _ShiftingBrightness; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishStretch; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowContrast; - #endif - #ifdef _ENABLESQUEEZE_ON - float _SqueezeFade; - float _SqueezePower; - #endif - #ifdef _ENABLEUVDISTORT_ON - float _UVDistortFade; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchFade; - float _GlitchMaskMin; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramFade; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateFrequency; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionOffset; - float _HologramDistortionDensity; - float _HologramDistortionSpeed; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionWidth; - float _DirectionalDistortionNoiseFactor; - float _DirectionalDistortionFade; - float _DirectionalDistortionRotation; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramDistortionScale; - #endif - #ifdef _ENABLESINEROTATE_ON - float _SineRotateAngle; - float _SineRotateFade; - #endif - #ifdef _ENABLEUVROTATE_ON - float _UVRotateSpeed; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeNoiseFactor; - float _SmokeNoiseScale; - float _SmokeVertexSeed; - #endif - #ifdef _ENABLESHARPEN_ON - float _SharpenFade; - float _SharpenFactor; - float _SharpenOffset; - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float _GaussianBlurFade; - float _GaussianBlurOffset; - #endif - #ifdef _ENABLEWIGGLE_ON - float _WiggleFade; - float _WiggleOffset; - float _WiggleSpeed; - float _WiggleFrequency; - #endif - #ifdef _ENABLEPIXELATE_ON - float _PixelateFade; - float _PixelatePixelsPerUnit; - float _PixelatePixelDensity; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionInvert; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeSmoothness; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float _DirectionalDistortionRandomDirection; - #endif - #ifdef _ENABLEWIND_ON - float _WindSquishWindFactor; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateFade; - float _VibrateOffset; - float _VibrateFrequency; - #endif - #ifdef _ENABLESINEMOVE_ON - float _SineMoveFade; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float _TimeRange; - float _TimeFrequency; - #endif - #ifdef _ENABLEVIBRATE_ON - float _VibrateRotation; - #endif - #ifdef _TOGGLETIMEFPS_ON - float _TimeFPS; - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float _TimeValue; - #endif - #ifdef _ENABLESQUISH_ON - float _SquishSquish; - float _SquishFlip; - float _SquishFade; - #endif - #ifdef _ENABLEWORLDTILING_ON - float _WorldTilingPixelsPerUnit; - #endif - #ifdef _ENABLESCREENTILING_ON - float _ScreenTilingPixelsPerUnit; - #endif - #ifdef _TOGGLETIMESPEED_ON - float _TimeSpeed; - #endif - #ifdef _ENABLESINESCALE_ON - float _SineScaleFrequency; - #endif - float _FadingFade; - float _FadingWidth; - #ifdef _ENABLEWIND_ON - float _WindSquishFactor; - float _WindFlip; - float _WindMaxRotation; - float _WindRotation; - float _WindNoiseSpeed; - float _WindNoiseScale; - float _WindXPosition; - float _WindMaxIntensity; - float _WindMinIntensity; - float _WindRotationWindFactor; - #endif - #ifdef _SHADERFADING_SPREAD - float _FadingNoiseFactor; - #endif - float _ScreenWidthUnits; - #ifdef _SHADERSPACE_UI_GRAPHIC - float _RectHeight; - float _RectWidth; - #endif - float _PixelsPerUnit; - #ifdef _ENABLEFULLDISTORTION_ON - float _FullDistortionFade; - #endif - #ifdef _ENABLESMOKE_ON - float _SmokeDarkEdge; - float _SmokeAlpha; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeNoiseFactor; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowFade; - float _PingPongGlowFrequency; - #endif - float _AlphaClip; - #ifdef _ENABLEPIXELOUTLINE_ON - float _PixelOutlineWidth; - float _PixelOutlineAlphaLimit; - float _PixelOutlineFade; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float _PingPongGlowContrast; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineWidth; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float _InnerOutlineWidth; - float _InnerOutlineFade; - #endif - #ifdef _ENABLESATURATION_ON - float _Saturation; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowMin; - float _SineGlowMax; - float _SineGlowFrequency; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float _OuterOutlineFade; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramContrast; - float _HologramLineSpeed; - float _HologramLineFrequency; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenContrast; - #endif - #ifdef _ENABLEMETAL_ON - float _MetalFade; - float _MetalContrast; - float _MetalHighlightContrast; - float _MetalHighlightDensity; - #endif - #ifdef _ENABLECAMOUFLAGE_ON - float _CamouflageFade; - float _CamouflageContrast; - float _CamouflageSmoothnessB; - float _CamouflageDensityB; - float _CamouflageSmoothnessA; - float _CamouflageDensityA; - #endif - #ifdef _ENABLEGLITCH_ON - float _GlitchHueSpeed; - float _GlitchBrightness; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float _HologramMinAlpha; - float _HologramLineGap; - #endif - #ifdef _ENABLESINEGLOW_ON - float _SineGlowFade; - float _SineGlowContrast; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueFade; - float _AddHueContrast; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float _ColorReplaceFade; - float _ColorReplaceRange; - float _ColorReplaceSmoothness; - float _ColorReplaceContrast; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float _RecolorRGBYCPFade; - #endif - #ifdef _ENABLERECOLORRGB_ON - float _RecolorRGBFade; - #endif - #ifdef _ENABLEFLAME_ON - float _FlameBrightness; - float _FlameSmooth; - float _FlameRadius; - float _FlameNoiseFactor; - float _FlameNoiseHeightFactor; - #endif - #ifdef _ENABLECHECKERBOARD_ON - float _CheckerboardTiling; - float _CheckerboardDarken; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float _CustomFadeAlpha; - float _CustomFadeSmoothness; - #endif - #ifdef _ENABLENEGATIVE_ON - float _NegativeFade; - #endif - #ifdef _ENABLEFROZEN_ON - float _FrozenSnowDensity; - #endif - #ifdef _ENABLECONTRAST_ON - float _Contrast; - #endif - #ifdef _ENABLEHUE_ON - float _Hue; - #endif - #ifdef _ENABLEADDHUE_ON - float _AddHueBrightness; - float _AddHueSaturation; - float _AddHueSpeed; - #endif - #ifdef _ENABLESHIFTHUE_ON - float _ShiftHueSpeed; - #endif - #ifdef _ENABLEINKSPREAD_ON - float _InkSpreadWidth; - float _InkSpreadNoiseFactor; - float _InkSpreadDistance; - float _InkSpreadFade; - #endif - float _InkSpreadContrast; - float _BlackTintFade; - #ifdef _ENABLEBLACKTINT_ON - float _BlackTintPower; - #endif - float _SplitToningFade; - float _SplitToningContrast; - float _SplitToningBalance; - float _SplitToningShift; - float _Brightness; - float _ShadowClip; - #ifdef ASE_TRANSMISSION - float _TransmissionShadow; - #endif - #ifdef ASE_TRANSLUCENCY - float _TransStrength; - float _TransNormal; - float _TransScattering; - float _TransDirect; - float _TransAmbient; - float _TransShadow; - #endif - #ifdef ASE_TESSELLATION - float _TessPhongStrength; - float _TessValue; - float _TessMin; - float _TessMax; - float _TessEdgeLength; - float _TessMaxDisp; - #endif - - - #ifdef SCENEPICKINGPASS - float4 _SelectionID; - #endif - - #ifdef SCENESELECTIONPASS - int _ObjectId; - int _PassValue; - #endif - - sampler2D _MainTex; - #ifdef _TOGGLEUNSCALEDTIME_ON - float UnscaledTime; - #endif - #ifdef _SHADERFADING_MASK - sampler2D _FadingMask; - #endif - sampler2D _UberNoiseTexture; - #ifdef _ENABLEWIND_ON - float WindMinIntensity; - float WindMaxIntensity; - float WindNoiseScale; - float WindTime; - #endif - #ifdef _ENABLEUVDISTORT_ON - sampler2D _UVDistortMask; - #endif - #ifdef _ENABLECUSTOMFADE_ON - sampler2D _CustomFadeFadeMask; - #endif - #ifdef _ENABLERECOLORRGB_ON - sampler2D _RecolorRGBTexture; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - sampler2D _RecolorRGBYCPTexture; - #endif - #ifdef _ENABLEADDHUE_ON - sampler2D _AddHueMask; - #endif - #ifdef _ENABLESINEGLOW_ON - sampler2D _SineGlowMask; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - sampler2D _InnerOutlineTintTexture; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - sampler2D _OuterOutlineTintTexture; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - sampler2D _PixelOutlineTintTexture; - #endif - #ifdef _ENABLEMETAL_ON - sampler2D _MetalMask; - #endif - #ifdef _ENABLESHINE_ON - sampler2D _ShineMask; - #endif - #ifdef _ENABLETEXTURELAYER1_ON - sampler2D _TextureLayer1Texture; - #endif - #ifdef _ENABLETEXTURELAYER2_ON - sampler2D _TextureLayer2Texture; - #endif - #ifdef _ENABLEADDCOLOR_ON - sampler2D _AddColorMask; - #endif - #ifdef _ENABLESTRONGTINT_ON - sampler2D _StrongTintMask; - #endif - - - float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) - { - original -= center; - float C = cos(angle); - float S = sin(angle); - float t = 1 - C; - float m00 = t * u.x * u.x + C; - float m01 = t * u.x * u.y - S * u.z; - float m02 = t * u.x * u.z + S * u.y; - float m10 = t * u.x * u.y + S * u.z; - float m11 = t * u.y * u.y + C; - float m12 = t * u.y * u.z - S * u.x; - float m20 = t * u.x * u.z - S * u.y; - float m21 = t * u.y * u.z + S * u.x; - float m22 = t * u.z * u.z + C; - float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); - return mul(finalMatrix, original) + center; - } - - float MyCustomExpression16_g11724(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11726(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float FastNoise101_g11671(float x) - { - float i = floor(x); - float f = frac(x); - float s = sign(frac(x / 2.0) - 0.5); - - float k = 0.5 + 0.5 * sin(i); - return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); - } - - float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } - float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } - - float snoise(float2 v) - { - const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); - float2 i = floor(v + dot(v, C.yy)); - float2 x0 = v - i + dot(i, C.xx); - float2 i1; - i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); - float4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod2D289(i); - float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); - float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); - m = m * m; - m = m * m; - float3 x = 2.0 * frac(p * C.www) - 1.0; - float3 h = abs(x) - 0.5; - float3 ox = floor(x + 0.5); - float3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - float3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); - } - - float MyCustomExpression16_g11673(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11674(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11677(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11676(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11682(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11683(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11729(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11679(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11740(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) - { - float2 size; - size.x = textureTexelSize.z; - size.y = textureTexelSize.w; - float2 pixel = float2(1.0, 1.0) / size; - uvs -= pixel * float2(0.5, 0.5); - float2 uv_pixels = uvs * size; - float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); - float2 ddxy = fwidth(uv_pixels); - float2 mip = log2(ddxy) - 0.5; - float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; - return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); - } - - float MyCustomExpression16_g11766(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11768(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11772(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float3 RGBToHSV(float3 c) - { - float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); - float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - } - - float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range) - { - float Distance = distance(From, In); - return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); - } - - float3 HSVToRGB(float3 c) - { - float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); - } - - float MyCustomExpression16_g11800(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11784(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11811(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11819(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11857(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11854(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11856(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11846(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11848(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11839(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11841(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11842(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11834(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11832(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11833(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11828(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11860(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11865(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11863(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert) - { - Tile = fmod(Tile + 0.001, Width * Height); - float2 tileCount = float2(1, 1) / float2(Width, Height); - float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); - float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); - return (UV + float2(tileX, tileY)) * tileCount; - } - - float MyCustomExpression16_g11882(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11890(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11892(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11888(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11884(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - float MyCustomExpression16_g11886(float linValue) - { - #ifdef UNITY_COLORSPACE_GAMMA - return linValue; - #else - linValue = max(linValue, 0.h); - return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); - #endif - } - - - PackedVaryings VertexFunction(Attributes input) - { - PackedVaryings output = (PackedVaryings)0; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float2 _ZeroVector = float2(0, 0); - float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz); - float4 screenPos = ComputeScreenPos(ase_positionCS); - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz); - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - #ifdef _ENABLESQUISH_ON - float2 break77_g11908 = fixedUV475; - float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade), - (_SquishFade * (break77_g11908.y + _SquishFlip) * - - - _SquishSquish))); - float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector); - #else - float2 staticSwitch198 = _ZeroVector; - #endif - float2 temp_output_2_0_g11910 = staticSwitch198; - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - float temp_output_8_0_g11910 = shaderTime237; - #ifdef _ENABLESINEMOVE_ON - float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset * - _SineMoveFade) + temp_output_2_0_g11910); - #else - float2 staticSwitch4_g11910 = temp_output_2_0_g11910; - #endif - #ifdef _ENABLEVIBRATE_ON - float temp_output_30_0_g11911 = temp_output_8_0_g11910; - float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), - (temp_output_30_0_g11911 * _VibrateRotation)); - float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset * - _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910); - #else - float2 staticSwitch6_g11910 = staticSwitch4_g11910; - #endif - #ifdef _ENABLESINESCALE_ON - float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin( - (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor))); - #else - float2 staticSwitch10_g11910 = staticSwitch6_g11910; - #endif - float2 temp_output_424_0 = staticSwitch10_g11910; - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), - length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - float linValue16_g11724 = tex2Dlod(_UberNoiseTexture, - float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2Dlod(_UberNoiseTexture, - float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch142 = temp_output_424_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch142 = lerpResult121; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch142 = lerpResult121; - #else - float2 staticSwitch142 = temp_output_424_0; - #endif - - output.ase_texcoord3 = screenPos; - output.ase_texcoord4.xyz = ase_positionWS; - - output.ase_texcoord2.xy = input.ase_texcoord.xy; - output.ase_texcoord5 = input.positionOS; - output.ase_color = input.ase_color; - - //setting value to unused interpolator channels and avoid initialization warnings - output.ase_texcoord2.zw = 0; - output.ase_texcoord4.w = 0; - - #ifdef ASE_ABSOLUTE_VERTEX_POS - float3 defaultVertexValue = input.positionOS.xyz; - #else - float3 defaultVertexValue = float3(0, 0, 0); - #endif - - float3 vertexValue = float3(staticSwitch142, 0.0); - - #ifdef ASE_ABSOLUTE_VERTEX_POS - input.positionOS.xyz = vertexValue; - #else - input.positionOS.xyz += vertexValue; - #endif - - VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); - - #if defined(APLICATION_SPACE_WARP_MOTION) - // We do not need jittered position in ASW - output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));; - output.positionCS = output.positionCSNoJitter; - #else - // Jittered. Match the frame. - output.positionCS = vertexInput.positionCS; - output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS)); - #endif - - float4 prevPos = (unity_MotionVectorsParams.x == 1) ? float4(input.positionOld, 1) : input.positionOS; - - #if _ADD_PRECOMPUTED_VELOCITY - prevPos = prevPos - float4(input.alembicMotionVector, 0); - #endif - - output.previousPositionCSNoJitter = mul(_PrevViewProjMatrix, mul(UNITY_PREV_MATRIX_M, prevPos)); - // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher - //ApplyMotionVectorZBias( output.positionCS ); - return output; - } - - PackedVaryings vert(Attributes input) - { - return VertexFunction(input); - } - - half4 frag(PackedVaryings input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); - - float2 texCoord363 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - float4 screenPos = input.ase_texcoord3; - float4 ase_positionSSNorm = screenPos / screenPos.w; - #ifdef _ENABLESCREENTILING_ON - ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) - ? ase_positionSSNorm.z - : ase_positionSSNorm.z * 0.5 + 0.5; - float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( - _ScreenTilingPixelsPerUnit * appendResult16_g11656)); - #else - float2 staticSwitch2_g11656 = texCoord363; - #endif - float3 ase_positionWS = input.ase_texcoord4.xyz; - #ifdef _ENABLEWORLDTILING_ON - float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( - _WorldTilingPixelsPerUnit * appendResult16_g11657)); - #else - float2 staticSwitch2_g11657 = staticSwitch2_g11656; - #endif - float2 originalUV460 = staticSwitch2_g11657; - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); - #else - float2 staticSwitch449 = originalUV460; - #endif - float2 uvAfterPixelArt450 = staticSwitch449; - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11668 = uvAfterPixelArt450; - float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); - float2 spriteRectMin376 = appendResult374; - float2 break11_g11668 = spriteRectMin376; - float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); - float2 spriteRectMax377 = appendResult375; - float2 break10_g11668 = spriteRectMax377; - float2 break9_g11668 = float2(0, 0); - float2 break8_g11668 = float2(1, 1); - float2 appendResult15_g11668 = (float2( - (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / ( - break10_g11668.x - break11_g11668.x)), - (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / ( - break10_g11668.y - break11_g11668.y)))); - float2 staticSwitch366 = appendResult15_g11668; - #else - float2 staticSwitch366 = uvAfterPixelArt450; - #endif - float2 fixedUV475 = staticSwitch366; - float2 temp_output_3_0_g11670 = fixedUV475; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch117_g11671 = _WindMinIntensity; - #else - float staticSwitch117_g11671 = WindMinIntensity; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch118_g11671 = _WindMaxIntensity; - #else - float staticSwitch118_g11671 = WindMaxIntensity; - #endif - #endif - float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); - #ifdef _ENABLEWIND_ON - #ifdef _WINDISPARALLAX_ON - float staticSwitch111_g11671 = _WindXPosition; - #else - float staticSwitch111_g11671 = transform62_g11671.x; - #endif - #endif - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch113_g11671 = _WindNoiseScale; - #else - float staticSwitch113_g11671 = WindNoiseScale; - #endif - #endif - #ifdef _TOGGLECUSTOMTIME_ON - float staticSwitch44_g11667 = _TimeValue; - #else - float staticSwitch44_g11667 = _TimeParameters.x; - #endif - #ifdef _TOGGLEUNSCALEDTIME_ON - float staticSwitch34_g11667 = UnscaledTime; - #else - float staticSwitch34_g11667 = staticSwitch44_g11667; - #endif - #ifdef _TOGGLETIMESPEED_ON - float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed); - #else - float staticSwitch37_g11667 = staticSwitch34_g11667; - #endif - #ifdef _TOGGLETIMEFPS_ON - float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS); - #else - float staticSwitch38_g11667 = staticSwitch37_g11667; - #endif - #ifdef _TOGGLETIMEFREQUENCY_ON - float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0); - #else - float staticSwitch42_g11667 = staticSwitch38_g11667; - #endif - float shaderTime237 = staticSwitch42_g11667; - #ifdef _ENABLEWIND_ON - #ifdef _WINDLOCALWIND_ON - float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed); - #else - float staticSwitch125_g11671 = WindTime; - #endif - float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) + - staticSwitch125_g11671); - float x101_g11671 = temp_output_50_0_g11671; - float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671); - float2 temp_cast_0 = (temp_output_50_0_g11671).xx; - float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5); - simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5; - #ifdef _WINDHIGHQUALITYNOISE_ON - float staticSwitch123_g11671 = simplePerlin2D121_g11671; - #else - float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5); - #endif - float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671, - staticSwitch123_g11671); - float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation), - -_WindMaxRotation, _WindMaxRotation); - float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; - float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip); - float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0)); - float2 appendResult27_g11671 = (float2( - 0.0, (_WindSquishFactor * min( - ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)), - _WindMaxRotation) * temp_output_39_0_g11671))); - float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671, - float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1), - (clampResult29_g11671 * temp_output_39_0_g11671)); - float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; - #else - float2 staticSwitch4_g11670 = temp_output_3_0_g11670; - #endif - float2 texCoord435 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - #ifdef _PIXELPERFECTSPACE_ON - float2 temp_output_432_0 = (_MainTex_TexelSize).zw; - float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); - #else - float2 staticSwitch437 = texCoord435; - #endif - float2 temp_output_61_0_g11669 = staticSwitch437; - float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), - length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); - float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERSPACE_UI_GRAPHIC - float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight)); - #endif - #if defined( _SHADERSPACE_UV ) - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #elif defined( _SHADERSPACE_UV_RAW ) - float2 staticSwitch1_g11669 = temp_output_61_0_g11669; - #elif defined( _SHADERSPACE_OBJECT ) - float2 staticSwitch1_g11669 = (input.ase_texcoord5.xyz).xy; - #elif defined( _SHADERSPACE_OBJECT_SCALED ) - float2 staticSwitch1_g11669 = ((input.ase_texcoord5.xyz).xy * (ase_objectScale).xy); - #elif defined( _SHADERSPACE_WORLD ) - float2 staticSwitch1_g11669 = (ase_positionWS).xy; - #elif defined( _SHADERSPACE_UI_GRAPHIC ) - float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit)); - #elif defined( _SHADERSPACE_SCREEN ) - float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( - _ScaledScreenParams.x / _ScreenWidthUnits)); - #else - float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); - #endif - float2 shaderPosition235 = staticSwitch1_g11669; - #ifdef _ENABLEFULLDISTORTION_ON - float2 temp_output_195_0_g11672 = shaderPosition235; - float linValue16_g11673 = tex2D(_UberNoiseTexture, - (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673); - float linValue16_g11674 = tex2D(_UberNoiseTexture, - ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * - _FullDistortionNoiseScale)).r; - float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); - float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5), - (localMyCustomExpression16_g11674 - 0.5))); - float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 * - _FullDistortionDistortion)); - #else - float2 staticSwitch83 = staticSwitch4_g11670; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float2 temp_output_182_0_g11675 = shaderPosition235; - float linValue16_g11677 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r; - float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); - float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0), - float3(_DirectionalDistortionDistortion, 0.0), - float3(0, 0, 1), - (((localMyCustomExpression16_g11677 - 0.5) * 2.0 - * - _DirectionalDistortionRandomDirection) * - PI)); - float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0), - float3(0, 0, 1), - (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); - float3 break130_g11675 = rotatedValue136_g11675; - float linValue16_g11676 = tex2D(_UberNoiseTexture, - (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r; - float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676); - float clampResult154_g11675 = clamp( - ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( - localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max( - _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); - float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - ( - (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675))))); - #else - float2 staticSwitch82 = staticSwitch83; - #endif - #ifdef _ENABLEHOLOGRAM_ON - float temp_output_81_0_g11680 = unity_OrthoParams.y; - float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 * - 0.2)) + ase_positionWS.y) / temp_output_81_0_g11680); - float2 temp_cast_4 = (temp_output_8_0_g11680).xx; - float2 temp_cast_5 = (_HologramDistortionDensity).xx; - float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; - float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682); - float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6); - float2 temp_cast_6 = (temp_output_8_0_g11680).xx; - float2 temp_cast_7 = (_HologramDistortionScale).xx; - float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; - float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683); - float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float hologramFade182 = _HologramFade; - float2 appendResult44_g11680 = (float2( - (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * ( - 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0)); - float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680); - #else - float2 staticSwitch59 = staticSwitch82; - #endif - #ifdef _ENABLEGLITCH_ON - float2 temp_output_18_0_g11678 = shaderPosition235; - float2 glitchPosition154 = temp_output_18_0_g11678; - float linValue16_g11729 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; - float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); - float linValue16_g11679 = tex2D(_UberNoiseTexture, - ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * - shaderTime237)) * _GlitchMaskScale)).r; - float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679); - float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade); - float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion - * glitchFade152)); - #else - float2 staticSwitch62 = staticSwitch59; - #endif - float2 temp_output_1_0_g11730 = staticSwitch62; - float2 temp_output_26_0_g11730 = shaderPosition235; - float temp_output_25_0_g11730 = shaderTime237; - #ifdef _ENABLEUVDISTORT_ON - float linValue16_g11740 = tex2D(_UberNoiseTexture, - ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * - _UVDistortNoiseScale)).r; - float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740); - float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; - float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask); - #ifdef _UVDISTORTMASKTOGGLE_ON - float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a)); - #else - float staticSwitch29_g11737 = _UVDistortFade; - #endif - float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 / - appendResult2_g11739) * staticSwitch29_g11737)); - #else - float2 staticSwitch5_g11730 = temp_output_1_0_g11730; - #endif - #ifdef _ENABLESQUEEZE_ON - float2 temp_output_1_0_g11736 = staticSwitch5_g11730; - float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) * - pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale * - _SqueezeFade)); - #else - float2 staticSwitch7_g11730 = staticSwitch5_g11730; - #endif - #ifdef _ENABLESINEROTATE_ON - float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), - float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1), - (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / - 360.0) * - PI) * _SineRotateFade)); - float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; - #else - float2 staticSwitch9_g11730 = staticSwitch7_g11730; - #endif - #ifdef _ENABLEUVROTATE_ON - float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), - float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), - (temp_output_25_0_g11730 * _UVRotateSpeed * PI)); - float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; - #else - float2 staticSwitch16_g11730 = staticSwitch9_g11730; - #endif - #ifdef _ENABLEUVSCROLL_ON - float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730); - #else - float2 staticSwitch14_g11730 = staticSwitch16_g11730; - #endif - #ifdef _ENABLEPIXELATE_ON - float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit)) - * (1.0 / max(_PixelateFade, 1E-05))); - float2 clampResult46_g11732 = clamp( - (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) / - MultFactor30_g11732), float2(0, 0), float2(1, 1)); - float2 staticSwitch4_g11730 = clampResult46_g11732; - #else - float2 staticSwitch4_g11730 = staticSwitch14_g11730; - #endif - #ifdef _ENABLEUVSCALE_ON - float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) + - _UVScalePivot); - #else - float2 staticSwitch24_g11730 = staticSwitch4_g11730; - #endif - float2 temp_output_1_0_g11741 = staticSwitch24_g11730; - #ifdef _ENABLEWIGGLE_ON - float temp_output_7_0_g11741 = (sin( - (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) * - _WiggleOffset * _WiggleFade); - #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON - float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y); - #else - float staticSwitch18_g11741 = temp_output_7_0_g11741; - #endif - float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0)); - float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741); - #else - float2 staticSwitch13_g11741 = temp_output_1_0_g11741; - #endif - float2 temp_output_484_0 = staticSwitch13_g11741; - float2 texCoord131 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0); - #ifdef _SHADERFADING_MASK - float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; - #endif - #ifdef _SHADERFADING_MASK - float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask); - #endif - float temp_output_4_0_g11723 = max(_FadingWidth, 0.001); - float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724); - float clampResult14_g11723 = clamp( - (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) / - temp_output_4_0_g11723), 0.0, 1.0); - float2 temp_output_27_0_g11725 = shaderPosition235; - float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r; - float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726); - #ifdef _SHADERFADING_SPREAD - float clampResult3_g11725 = clamp( - ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + ( - localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); - #endif - #if defined( _SHADERFADING_NONE ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_FULL ) - float staticSwitch139 = _FadingFade; - #elif defined( _SHADERFADING_MASK ) - float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); - #elif defined( _SHADERFADING_DISSOLVE ) - float staticSwitch139 = clampResult14_g11723; - #elif defined( _SHADERFADING_SPREAD ) - float staticSwitch139 = clampResult3_g11725; - #else - float staticSwitch139 = _FadingFade; - #endif - float fullFade123 = staticSwitch139; - float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); - #if defined( _SHADERFADING_NONE ) - float2 staticSwitch145 = temp_output_484_0; - #elif defined( _SHADERFADING_FULL ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_MASK ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_DISSOLVE ) - float2 staticSwitch145 = lerpResult130; - #elif defined( _SHADERFADING_SPREAD ) - float2 staticSwitch145 = lerpResult130; - #else - float2 staticSwitch145 = temp_output_484_0; - #endif - #ifdef _TILINGFIX_ON - float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); - #else - float2 staticSwitch485 = staticSwitch145; - #endif - #ifdef _SPRITESHEETFIX_ON - float2 break14_g11742 = staticSwitch485; - float2 break11_g11742 = float2(0, 0); - float2 break10_g11742 = float2(1, 1); - float2 break9_g11742 = spriteRectMin376; - float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2( - (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / ( - break10_g11742.x - break11_g11742.x)), - (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / ( - break10_g11742.y - break11_g11742.y)))); - float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377); - #else - float2 staticSwitch371 = staticSwitch485; - #endif - #ifdef _PIXELPERFECTUV_ON - float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 staticSwitch427 = (originalUV460 + (floor( - ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743)); - #else - float2 staticSwitch427 = staticSwitch371; - #endif - float2 finalUV146 = staticSwitch427; - float2 temp_output_1_0_g11744 = finalUV146; - #ifdef _ENABLESMOOTHPIXELART_ON - sampler2D tex3_g11745 = _MainTex; - float4 textureTexelSize3_g11745 = _MainTex_TexelSize; - float2 uvs3_g11745 = temp_output_1_0_g11744; - float4 localtexturePointSmooth3_g11745 = texturePointSmooth( - tex3_g11745, textureTexelSize3_g11745, uvs3_g11745); - float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; - #else - float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744); - #endif - #ifdef _ENABLEGAUSSIANBLUR_ON - float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); - float temp_output_2_0_g11756 = temp_output_10_0_g11746; - float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0)); - float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758); - float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; - float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1))); - float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; - float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756)); - float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757); - float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; - float temp_output_2_0_g11747 = temp_output_10_0_g11746; - float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0)); - float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749); - float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1))); - float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; - float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747)); - float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748); - float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; - float temp_output_2_0_g11753 = temp_output_10_0_g11746; - float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0)); - float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755); - float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1))); - float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; - float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753)); - float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754); - float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; - float temp_output_2_0_g11750 = temp_output_10_0_g11746; - float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0)); - float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752); - float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1))); - float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; - float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750)); - float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751); - float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; - float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) + - tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + ( - tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) + - tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) + - tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + ( - tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) + - tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) + - tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + ( - tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) + - tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + (( - tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) + - tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D( - _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D( - _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625); - #else - float4 staticSwitch3_g11744 = staticSwitch8_g11744; - #endif - #ifdef _ENABLESHARPEN_ON - float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; - float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759); - float temp_output_2_0_g11760 = _SharpenOffset; - float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0)); - float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762); - float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; - float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; - float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760)); - float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); - float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761); - float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; - float4 break22_g11759 = (tex2DNode4_g11759 - ((((( - tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) + - tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + ( - tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D( - _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * ( - _SharpenFactor * _SharpenFade))); - float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0); - float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b, - clampResult23_g11759)); - float4 staticSwitch12_g11744 = appendResult24_g11759; - #else - float4 staticSwitch12_g11744 = staticSwitch3_g11744; - #endif - float4 temp_output_471_0 = staticSwitch12_g11744; - #ifdef _VERTEXTINTFIRST_ON - float4 temp_output_1_0_g11763 = temp_output_471_0; - float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb), - temp_output_1_0_g11763.a)); - float4 staticSwitch354 = appendResult8_g11763; - #else - float4 staticSwitch354 = temp_output_471_0; - #endif - float4 originalColor191 = staticSwitch354; - float4 temp_output_1_0_g11764 = originalColor191; - float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; - float2 temp_output_7_0_g11764 = finalUV146; - #ifdef _ENABLESMOKE_ON - float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; - float2 temp_cast_15 = (_SmokeNoiseScale).xx; - float linValue16_g11766 = tex2D(_UberNoiseTexture, - (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) * - temp_cast_15)).r; - float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766); - float clampResult28_g11765 = clamp( - (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) - - distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); - float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0), - ((1.0 - clampResult28_g11765) * _SmokeDarkEdge)); - float4 appendResult31_g11765 = (float4(lerpResult34_g11765, - (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a))); - float4 staticSwitch2_g11764 = appendResult31_g11765; - #else - float4 staticSwitch2_g11764 = temp_output_1_0_g11764; - #endif - #ifdef _ENABLECUSTOMFADE_ON - float4 temp_output_1_0_g11767 = staticSwitch2_g11764; - float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; - float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767); - float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r; - float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768); - float clampResult37_g11767 = clamp( - (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 * - _CustomFadeNoiseFactor))), 0.0, 1.0); - float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb, - (temp_output_1_0_g11767.a * pow(clampResult37_g11767, - (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha))); - float4 staticSwitch3_g11764 = appendResult13_g11767; - #else - float4 staticSwitch3_g11764 = staticSwitch2_g11764; - #endif - float4 temp_output_1_0_g11769 = staticSwitch3_g11764; - #ifdef _ENABLECHECKERBOARD_ON - float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; - float2 appendResult4_g11770 = (float2(ase_positionWS.x, ase_positionWS.y)); - float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5); - float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770), - float2(0.5, 0.5)); - float4 appendResult42_g11770 = (float4( - ((temp_output_1_0_g11770).rgb * min( - (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)), - temp_output_1_0_g11770.a)); - float4 staticSwitch2_g11769 = appendResult42_g11770; - #else - float4 staticSwitch2_g11769 = temp_output_1_0_g11769; - #endif - #ifdef _ENABLEFLAME_ON - float2 temp_output_75_0_g11771 = finalUV146; - float linValue16_g11772 = tex2D(_UberNoiseTexture, - (((shaderTime237 * _FlameSpeed) + - temp_output_75_0_g11771) * - _FlameNoiseScale)) - .r; - float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772); - float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0)); - float temp_output_47_0_g11771 = max(_FlameRadius, 0.01); - float clampResult70_g11771 = clamp( - (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) * - _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance( - temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0, - 1.0); - float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness); - float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771, - temp_output_63_0_g11771, clampResult70_g11771)); - float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769); - #else - float4 staticSwitch6_g11769 = staticSwitch2_g11769; - #endif - float4 temp_output_3_0_g11773 = staticSwitch6_g11769; - float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; - float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0)); - float2 temp_output_1_0_g11773 = finalUV146; - #ifdef _ENABLERECOLORRGB_ON - #ifdef _RECOLORRGBTEXTURETOGGLE_ON - float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch81_g11805 = appendResult91_g11805; - #endif - float3 break82_g11805 = (staticSwitch81_g11805).xyz; - float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001); - float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + ( - _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z / - temp_output_84_0_g11805) * _RecolorRGBBlueTint)); - float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b)); - float4 break2_g11806 = temp_output_1_0_g11805; - float saferPower57_g11805 = abs( - ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + - break2_g11806.z) / 6.0)); - float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb, - (appendResult56_g11805 * pow( - saferPower57_g11805, - (max(break71_g11805.a, 0.01) * 2.0))), - (staticSwitch81_g11805.w * _RecolorRGBFade)); - float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a)); - float4 staticSwitch43_g11773 = appendResult30_g11805; - #else - float4 staticSwitch43_g11773 = temp_output_3_0_g11773; - #endif - #ifdef _ENABLERECOLORRGBYCP_ON - float4 temp_output_1_0_g11803 = staticSwitch43_g11773; - #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON - float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773); - #else - float4 staticSwitch62_g11803 = temp_output_1_0_g11803; - #endif - float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb); - float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0); - float4 ifLocalVar46_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.8333333) - ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; - else - ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; - float4 ifLocalVar44_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.6666667) - ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; - else - ifLocalVar44_g11803 = ifLocalVar46_g11803; - float4 ifLocalVar47_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.3333333) - ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; - else - ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; - float4 ifLocalVar45_g11803 = 0; - if (temp_output_43_0_g11803 <= 0.1666667) - ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; - else - ifLocalVar45_g11803 = ifLocalVar47_g11803; - float4 ifLocalVar35_g11803 = 0; - if (temp_output_43_0_g11803 >= 0.5) - ifLocalVar35_g11803 = ifLocalVar44_g11803; - else - ifLocalVar35_g11803 = ifLocalVar45_g11803; - float4 break55_g11803 = ifLocalVar35_g11803; - float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b)); - float4 break2_g11804 = temp_output_1_0_g11803; - float saferPower57_g11803 = abs( - ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + - break2_g11804.z) / 6.0)); - float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb, - (appendResult56_g11803 * pow( - saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))), - (hsvTorgb33_g11803.z * _RecolorRGBYCPFade)); - float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a)); - float4 staticSwitch9_g11773 = appendResult30_g11803; - #else - float4 staticSwitch9_g11773 = staticSwitch43_g11773; - #endif - #ifdef _ENABLECOLORREPLACE_ON - float4 temp_output_1_0_g11777 = staticSwitch9_g11773; - float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; - float3 In115_g11777 = temp_output_2_0_g11777; - float3 From115_g11777 = (_ColorReplaceFromColor).rgb; - float4 break2_g11778 = temp_output_1_0_g11777; - float3 To115_g11777 = (pow( - max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + - break2_g11778.z) / 6.0), 0.0001), - max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); - float Fuzziness115_g11777 = _ColorReplaceSmoothness; - float Range115_g11777 = _ColorReplaceRange; - float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( - In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777); - float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777, - _ColorReplaceFade); - float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a)); - float4 staticSwitch29_g11773 = appendResult4_g11777; - #else - float4 staticSwitch29_g11773 = staticSwitch9_g11773; - #endif - float4 temp_output_1_0_g11790 = staticSwitch29_g11773; - #ifdef _ENABLENEGATIVE_ON - float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; - float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade); - float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a)); - float4 staticSwitch4_g11790 = appendResult8_g11790; - #else - float4 staticSwitch4_g11790 = temp_output_1_0_g11790; - #endif - float4 temp_output_57_0_g11773 = staticSwitch4_g11790; - #ifdef _ENABLECONTRAST_ON - float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; - float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; - float4 appendResult4_g11813 = (float4( - pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), - temp_output_1_0_g11813.a)); - float4 staticSwitch32_g11773 = appendResult4_g11813; - #else - float4 staticSwitch32_g11773 = temp_output_57_0_g11773; - #endif - #ifdef _ENABLEBRIGHTNESS_ON - float4 temp_output_2_0_g11788 = staticSwitch32_g11773; - float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness), - temp_output_2_0_g11788.a)); - float4 staticSwitch33_g11773 = appendResult6_g11788; - #else - float4 staticSwitch33_g11773 = staticSwitch32_g11773; - #endif - #ifdef _ENABLEHUE_ON - float4 temp_output_2_0_g11789 = staticSwitch33_g11773; - float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb); - float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y, - hsvTorgb1_g11789.z)); - float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a)); - float4 staticSwitch36_g11773 = appendResult8_g11789; - #else - float4 staticSwitch36_g11773 = staticSwitch33_g11773; - #endif - #ifdef _ENABLESPLITTONING_ON - float4 temp_output_1_0_g11807 = staticSwitch36_g11773; - float4 break2_g11808 = temp_output_1_0_g11807; - float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + - break2_g11808.y + break2_g11808.z) / 6.0); - float clampResult25_g11807 = clamp( - ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); - float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, - clampResult25_g11807); - float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb, - (lerpResult6_g11807 * pow( - max(temp_output_3_0_g11807, 0.0001), - max(_SplitToningContrast, 0.0001))), _SplitToningFade); - float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a)); - float4 staticSwitch30_g11773 = appendResult18_g11807; - #else - float4 staticSwitch30_g11773 = staticSwitch36_g11773; - #endif - #ifdef _ENABLEBLACKTINT_ON - float4 temp_output_1_0_g11785 = staticSwitch30_g11773; - float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; - float4 break12_g11785 = temp_output_1_0_g11785; - float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785, - (temp_output_4_0_g11785 + (_BlackTintColor).rgb), - pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), - 1.0)), 0.0001), - max(_BlackTintPower, 0.0001))); - float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade); - float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a)); - float4 staticSwitch20_g11773 = appendResult11_g11785; - #else - float4 staticSwitch20_g11773 = staticSwitch30_g11773; - #endif - #ifdef _ENABLEINKSPREAD_ON - float4 temp_output_1_0_g11799 = staticSwitch20_g11773; - float4 break2_g11801 = temp_output_1_0_g11799; - float2 temp_output_65_0_g11799 = shaderPosition235; - float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r; - float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); - float clampResult53_g11799 = clamp( - (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + ( - localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, - 1.0); - float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb, - ((_InkSpreadColor).rgb * pow( - max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y - + break2_g11801.y + break2_g11801.z) / 6.0), 0.0001), - max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11799)); - float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a)); - float4 staticSwitch17_g11773 = appendResult9_g11799; - #else - float4 staticSwitch17_g11773 = staticSwitch20_g11773; - #endif - float temp_output_39_0_g11773 = shaderTime237; - #ifdef _ENABLESHIFTHUE_ON - float4 temp_output_1_0_g11791 = staticSwitch17_g11773; - float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb); - float3 hsvTorgb19_g11791 = HSVToRGB(float3( - ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y, - hsvTorgb15_g11791.z)); - float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a)); - float4 staticSwitch19_g11773 = appendResult6_g11791; - #else - float4 staticSwitch19_g11773 = staticSwitch17_g11773; - #endif - #ifdef _ENABLEADDHUE_ON - float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0), - _AddHueSaturation, _AddHueBrightness)); - float4 temp_output_1_0_g11795 = staticSwitch19_g11773; - float4 break2_g11797 = temp_output_1_0_g11795; - float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; - float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask); - #ifdef _ADDHUEMASKTOGGLE_ON - float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a)); - #else - float staticSwitch33_g11795 = _AddHueFade; - #endif - float4 appendResult6_g11795 = (float4( - ((hsvTorgb19_g11795 * pow( - max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + - break2_g11797.z) / 6.0), 0.0001), - max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb), - temp_output_1_0_g11795.a)); - float4 staticSwitch23_g11773 = appendResult6_g11795; - #else - float4 staticSwitch23_g11773 = staticSwitch19_g11773; - #endif - #ifdef _ENABLESINEGLOW_ON - float4 temp_output_1_0_g11792 = staticSwitch23_g11773; - float4 break2_g11793 = temp_output_1_0_g11792; - float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; - float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; - float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask); - #ifdef _SINEGLOWMASKTOGGLE_ON - float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792. - a); - #else - float3 staticSwitch27_g11792 = temp_output_13_0_g11792; - #endif - float4 appendResult21_g11792 = (float4( - ((temp_output_1_0_g11792).rgb + (pow( - max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + - break2_g11793.z) / 6.0), 0.0001), - max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * ((( - sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) - + - _SineGlowMin))), temp_output_1_0_g11792.a)); - float4 staticSwitch28_g11773 = appendResult21_g11792; - #else - float4 staticSwitch28_g11773 = staticSwitch23_g11773; - #endif - #ifdef _ENABLESATURATION_ON - float4 temp_output_1_0_g11780 = staticSwitch28_g11773; - float4 break2_g11781 = temp_output_1_0_g11780; - float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + - break2_g11781.y + break2_g11781.z) / 6.0)).xxx; - float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation); - float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a)); - float4 staticSwitch38_g11773 = appendResult8_g11780; - #else - float4 staticSwitch38_g11773 = staticSwitch28_g11773; - #endif - #ifdef _ENABLEINNEROUTLINE_ON - float4 temp_output_15_0_g11782 = staticSwitch38_g11773; - float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; - float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; - float temp_output_179_0_g11782 = temp_output_39_0_g11773; - #ifdef _INNEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture, - (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed - * temp_output_179_0_g11782)))).rgb * - temp_output_82_0_g11782); - #else - float3 staticSwitch187_g11782 = temp_output_82_0_g11782; - #endif - float linValue16_g11784 = tex2D(_UberNoiseTexture, - (((temp_output_179_0_g11782 * - _InnerOutlineNoiseSpeed) + - temp_output_7_0_g11782) * - _InnerOutlineNoiseScale)).r; - float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784); - #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) * - _InnerOutlineDistortionIntensity); - #else - float2 staticSwitch169_g11782 = float2(0, 0); - #endif - float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782); - float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783); - float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min( - min( - min( - min( - min( - min( - min(tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) * - temp_output_25_0_g11782))).a, - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * - float2(0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11782))).a), - tex2D(_MainTex, - (temp_output_131_0_g11782 + (( - _InnerOutlineWidth * float2( - -0.705, -0.705)) * - temp_output_25_0_g11782))).a))); - float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782, - temp_output_178_0_g11782); - #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a); - #else - float staticSwitch188_g11782 = temp_output_15_0_g11782.a; - #endif - float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782)); - float4 staticSwitch12_g11773 = appendResult177_g11782; - #else - float4 staticSwitch12_g11773 = staticSwitch38_g11773; - #endif - #ifdef _ENABLEOUTEROUTLINE_ON - float4 temp_output_15_0_g11810 = staticSwitch12_g11773; - float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; - float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; - float temp_output_186_0_g11810 = temp_output_39_0_g11773; - #ifdef _OUTEROUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture, - (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * - temp_output_186_0_g11810)))).rgb * temp_output_82_0_g11810); - #else - float3 staticSwitch199_g11810 = temp_output_82_0_g11810; - #endif - float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min( - (_OuterOutlineFade * 3.0), 1.0)); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11810 = 1.0; - #else - float staticSwitch203_g11810 = temp_output_182_0_g11810; - #endif - float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810, - staticSwitch203_g11810); - float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810, - staticSwitch203_g11810); - float linValue16_g11811 = tex2D(_UberNoiseTexture, - (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) * - _OuterOutlineNoiseScale)).r; - float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811); - #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON - float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) * - _OuterOutlineDistortionIntensity); - #else - float2 staticSwitch157_g11810 = float2(0, 0); - #endif - float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810); - float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812); - float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a, - min((max( - max( - max( - max( - max( - max( - max( - tex2D(_MainTex, - (temp_output_131_0_g11810 + - ((_OuterOutlineWidth * - float2(0, -1)) * - temp_output_25_0_g11810))) - .a, - tex2D(_MainTex, - (temp_output_131_0_g11810 + - ((_OuterOutlineWidth * - float2(0, 1)) * - temp_output_25_0_g11810))) - .a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(-1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * - float2(0.705, 0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + (( - _OuterOutlineWidth * float2(-0.705, 0.705)) - * temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, -0.705)) * - temp_output_25_0_g11810))).a), - tex2D(_MainTex, - (temp_output_131_0_g11810 + ((_OuterOutlineWidth * - float2(-0.705, -0.705)) * - temp_output_25_0_g11810))).a) * 3.0), 1.0), - _OuterOutlineFade); - #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810); - #else - float staticSwitch200_g11810 = lerpResult168_g11810; - #endif - float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810)); - float4 staticSwitch13_g11773 = appendResult174_g11810; - #else - float4 staticSwitch13_g11773 = staticSwitch12_g11773; - #endif - #ifdef _ENABLEPIXELOUTLINE_ON - float4 temp_output_15_0_g11787 = staticSwitch13_g11773; - float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; - float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; - #ifdef _PIXELOUTLINETEXTURETOGGLE_ON - float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture, - (temp_output_7_0_g11787 + ( - _PixelOutlineTextureSpeed * - temp_output_39_0_g11773)))).rgb * - temp_output_82_0_g11787); - #else - float3 staticSwitch199_g11787 = temp_output_82_0_g11787; - #endif - float temp_output_213_0_g11787 = (_PixelOutlineFade * step( - temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit)); - float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min( - (temp_output_213_0_g11787 * 3.0), 1.0)); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch203_g11787 = 1.0; - #else - float staticSwitch203_g11787 = temp_output_182_0_g11787; - #endif - float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787, - staticSwitch203_g11787); - float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787, - staticSwitch203_g11787); - float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787); - float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a, - min((max( - max( - max(tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * float2( - 0, -1)) * - temp_output_209_0_g11787))).a, - tex2D(_MainTex, - (temp_output_7_0_g11787 + (( - _PixelOutlineWidth * - float2(0, 1)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) * - temp_output_209_0_g11787))).a), - tex2D(_MainTex, - (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) * - temp_output_209_0_g11787))).a) * 3.0), 1.0), - temp_output_213_0_g11787); - #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON - float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787); - #else - float staticSwitch200_g11787 = lerpResult168_g11787; - #endif - float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787)); - float4 staticSwitch48_g11773 = appendResult174_g11787; - #else - float4 staticSwitch48_g11773 = staticSwitch13_g11773; - #endif - #ifdef _ENABLEPINGPONGGLOW_ON - float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, - ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0)); - float4 temp_output_5_0_g11774 = staticSwitch48_g11773; - float4 break2_g11775 = temp_output_5_0_g11774; - float4 appendResult12_g11774 = (float4( - ((lerpResult15_g11774 * _PingPongGlowFade * pow( - max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + - break2_g11775.z) / 6.0), 0.0001), - max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb), - temp_output_5_0_g11774.a)); - float4 staticSwitch46_g11773 = appendResult12_g11774; - #else - float4 staticSwitch46_g11773 = staticSwitch48_g11773; - #endif - float4 temp_output_361_0 = staticSwitch46_g11773; - #ifdef _ENABLEHOLOGRAM_ON - float4 temp_output_1_0_g11815 = temp_output_361_0; - float4 break2_g11816 = temp_output_1_0_g11815; - float temp_output_44_0_g11815 = unity_OrthoParams.y; - float4 appendResult22_g11815 = (float4( - ((_HologramTint).rgb * - pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816. - y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( - pow(abs(sin( - ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * - 0.2)) + - ase_positionWS.y) / temp_output_44_0_g11815) * - _HologramLineFrequency))), - _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a))); - float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182); - float4 staticSwitch56 = lerpResult37_g11815; - #else - float4 staticSwitch56 = temp_output_361_0; - #endif - #ifdef _ENABLEGLITCH_ON - float4 temp_output_1_0_g11818 = staticSwitch56; - float4 break2_g11820 = temp_output_1_0_g11818; - float temp_output_34_0_g11818 = shaderTime237; - float linValue16_g11819 = tex2D(_UberNoiseTexture, - ((glitchPosition154 + (_GlitchNoiseSpeed * - temp_output_34_0_g11818)) * - _GlitchNoiseScale)).r; - float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819); - float3 hsvTorgb3_g11821 = HSVToRGB(float3( - (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0)); - float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb, - (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + - break2_g11820.y + break2_g11820.z) / 6.0) * _GlitchBrightness * - hsvTorgb3_g11821), glitchFade152); - float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a)); - float4 staticSwitch57 = appendResult27_g11818; - #else - float4 staticSwitch57 = staticSwitch56; - #endif - float4 temp_output_3_0_g11822 = staticSwitch57; - float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; - float2 temp_output_41_0_g11822 = shaderPosition235; - float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; - float temp_output_40_0_g11822 = shaderTime237; - #ifdef _ENABLECAMOUFLAGE_ON - float linValue16_g11857 = tex2D(_UberNoiseTexture, - (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + temp_output_99_0_g11852) * - _CamouflageDistortionScale)).r; - float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857); - #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON - float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) * - _CamouflageDistortionIntensity) + temp_output_99_0_g11852); - #else - float2 staticSwitch101_g11852 = temp_output_99_0_g11852; - #endif - float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r; - float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); - float clampResult52_g11852 = clamp( - ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)), - 0.0, 1.0); - float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852), - clampResult52_g11852); - float linValue16_g11856 = tex2D(_UberNoiseTexture, - ((staticSwitch101_g11852 + float2(12.3, 12.3)) * - _CamouflageNoiseScaleB)).r; - float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856); - float clampResult65_g11852 = clamp( - ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)), - 0.0, 1.0); - float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852), - clampResult65_g11852); - float4 break2_g11855 = temp_output_1_0_g11852; - float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb, - ((lerpResult68_g11852).rgb * pow( - max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + - break2_g11855.y + break2_g11855.y + break2_g11855.z) / - 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), - _CamouflageFade); - float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a)); - float4 staticSwitch26_g11822 = appendResult7_g11852; - #else - float4 staticSwitch26_g11822 = temp_output_3_0_g11822; - #endif - #ifdef _ENABLEMETAL_ON - float4 temp_output_1_0_g11845 = staticSwitch26_g11822; - float temp_output_59_0_g11845 = temp_output_40_0_g11822; - float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; - float linValue16_g11846 = tex2D(_UberNoiseTexture, - (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + - temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r; - float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); - float linValue16_g11848 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + - ((temp_output_59_0_g11845 * _MetalNoiseSpeed) + - temp_output_58_0_g11845)) * _MetalNoiseScale)).r; - float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848); - float4 break2_g11847 = temp_output_1_0_g11845; - float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + - break2_g11847.y + break2_g11847.z) / 6.0); - float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; - float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask); - #ifdef _METALMASKTOGGLE_ON - float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a)); - #else - float staticSwitch60_g11845 = _MetalFade; - #endif - float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845, - ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / - max(_MetalHighlightDensity, 0.01)), - 0.0) * _MetalHighlightColor * pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalHighlightContrast, 0.0001))) + (pow( - max(temp_output_5_0_g11845, 0.0001), - max(_MetalContrast, 0.0001)) * _MetalColor)), - staticSwitch60_g11845); - float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a)); - float4 staticSwitch28_g11822 = appendResult8_g11845; - #else - float4 staticSwitch28_g11822 = staticSwitch26_g11822; - #endif - #ifdef _ENABLEFROZEN_ON - float4 temp_output_1_0_g11837 = staticSwitch28_g11822; - float4 break2_g11838 = temp_output_1_0_g11837; - float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + - break2_g11838.y + break2_g11838.z) / 6.0); - float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; - float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r; - float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839); - float temp_output_73_0_g11837 = temp_output_40_0_g11822; - float linValue16_g11841 = tex2D(_UberNoiseTexture, - (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) + - temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r; - float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841); - float linValue16_g11842 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11841 - 0.25) * - _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 * - _FrozenHighlightSpeed) + temp_output_72_0_g11837)) * - _FrozenHighlightScale)).r; - float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842); - float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb, - ((pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( - pow(max(temp_output_7_0_g11837, 0.0001), - max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * - max((_FrozenSnowDensity - localMyCustomExpression16_g11839), - 0.0))) + ((max( - ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) / - max(_FrozenHighlightDensity, 0.01)), - 0.0) * _FrozenHighlightColor * pow( - max(temp_output_7_0_g11837, 0.0001), - max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); - float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a)); - float4 staticSwitch29_g11822 = appendResult26_g11837; - #else - float4 staticSwitch29_g11822 = staticSwitch28_g11822; - #endif - #ifdef _ENABLEBURN_ON - float4 temp_output_1_0_g11831 = staticSwitch29_g11822; - float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; - float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0); - float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; - float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r; - float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834); - float linValue16_g11832 = tex2D(_UberNoiseTexture, - ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * - _BurnSwirlFactor) + temp_output_72_0_g11831) * - _BurnInsideNoiseScale)).r; - float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832); - float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0, - 1.0); - float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r; - float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833); - float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + ( - localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); - float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0); - float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831, - (pow( - max(((break2_g11835.x + break2_g11835.x + break2_g11835.y + - break2_g11835.y + break2_g11835.y + break2_g11835.z) / - 6.0), 0.0001), - max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb - * clampResult68_g11831) + (_BurnInsideColor).rgb)), - clampResult18_g11831); - float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831, - (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step( - 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)), - _BurnFade); - float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a)); - float4 staticSwitch32_g11822 = appendResult43_g11831; - #else - float4 staticSwitch32_g11822 = staticSwitch29_g11822; - #endif - #ifdef _ENABLERAINBOW_ON - float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; - float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r; - float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); - float3 hsvTorgb3_g11830 = HSVToRGB(float3( - (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 * - _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0, - 1.0)); - float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830); - float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation, - (hsvTorgb36_g11827.z * _RainbowBrightness))); - float4 temp_output_1_0_g11827 = staticSwitch32_g11822; - float4 break2_g11829 = temp_output_1_0_g11827; - float saferPower24_g11827 = abs( - ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + - break2_g11829.z) / 6.0)); - float4 appendResult29_g11827 = (float4( - ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( - temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a)); - float4 staticSwitch34_g11822 = appendResult29_g11827; - #else - float4 staticSwitch34_g11822 = staticSwitch32_g11822; - #endif - #ifdef _ENABLESHINE_ON - float4 temp_output_1_0_g11823 = staticSwitch34_g11822; - float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; - float4 break2_g11825 = temp_output_1_0_g11823; - float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + - break2_g11825.y + break2_g11825.z) / 6.0)).xxx; - float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation); - float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; - float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0), - float3((_ShineFrequency * temp_output_41_0_g11822), - 0.0), float3(0, 0, 1), - ((_ShineRotation / 180.0) * PI)); - float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth); - float clampResult80_g11823 = clamp( - (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0 - - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0); - float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; - float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask); - #ifdef _SHINEMASKTOGGLE_ON - float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a)); - #else - float staticSwitch98_g11823 = _ShineFade; - #endif - float4 appendResult8_g11823 = (float4( - (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)), - temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 * - staticSwitch98_g11823)), (temp_output_1_0_g11823).a)); - float4 staticSwitch36_g11822 = appendResult8_g11823; - #else - float4 staticSwitch36_g11822 = staticSwitch34_g11822; - #endif - #ifdef _ENABLEPOISON_ON - float temp_output_41_0_g11858 = temp_output_40_0_g11822; - float linValue16_g11860 = tex2D(_UberNoiseTexture, - (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) + - temp_output_41_0_g11822) * _PoisonNoiseScale)).r; - float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860); - float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; - float4 temp_output_1_0_g11858 = staticSwitch36_g11822; - float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; - float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0); - float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858, - (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x + - break2_g11859.y + break2_g11859.y + break2_g11859.y + - break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); - float4 appendResult27_g11858 = (float4( - ((max( - pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed)) - % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), - 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858), - temp_output_1_0_g11858.a)); - float4 staticSwitch39_g11822 = appendResult27_g11858; - #else - float4 staticSwitch39_g11822 = staticSwitch36_g11822; - #endif - float4 temp_output_10_0_g11862 = staticSwitch39_g11822; - #ifdef _ENABLEENCHANTED_ON - float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; - float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; - float temp_output_1_0_g11862 = temp_output_40_0_g11822; - float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed); - float linValue16_g11865 = tex2D(_UberNoiseTexture, - (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 + - float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) - * - float2(1, 1))).r; - float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865); - float linValue16_g11863 = tex2D(_UberNoiseTexture, - (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) * - float2(1, 1))).r; - float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863); - float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863); - float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5); - float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, - temp_output_43_0_g11862); - float3 hsvTorgb53_g11862 = HSVToRGB(float3( - ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * - temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0)); - #ifdef _ENCHANTEDRAINBOWTOGGLE_ON - float3 staticSwitch50_g11862 = hsvTorgb53_g11862; - #else - float3 staticSwitch50_g11862 = lerpResult42_g11862; - #endif - float4 break2_g11864 = temp_output_10_0_g11862; - float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow( - max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + - break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); - float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) * - _EnchantedFade); - float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862, - temp_output_45_0_g11862); - #ifdef _ENCHANTEDLERPTOGGLE_ON - float3 staticSwitch47_g11862 = lerpResult44_g11862; - #else - float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 * - temp_output_45_0_g11862)); - #endif - float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a)); - float4 staticSwitch11_g11862 = appendResult19_g11862; - #else - float4 staticSwitch11_g11862 = temp_output_10_0_g11862; - #endif - float4 temp_output_1_0_g11867 = staticSwitch11_g11862; - #ifdef _ENABLESHIFTING_ON - float4 break5_g11867 = temp_output_1_0_g11867; - float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b)); - float4 break2_g11868 = temp_output_1_0_g11867; - float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + - break2_g11868.y + break2_g11868.z) / 6.0); - float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed)) - * _ShiftingDensity) % 1.0); - float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, - (abs((temp_output_11_0_g11867 - 0.5)) * 2.0)); - float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation, - _ShiftingBrightness)); - #ifdef _SHIFTINGRAINBOWTOGGLE_ON - float3 staticSwitch26_g11867 = hsvTorgb12_g11867; - #else - float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness); - #endif - float3 lerpResult31_g11867 = lerp(appendResult32_g11867, - (staticSwitch26_g11867 * pow( - max(temp_output_4_0_g11867, 0.0001), - max(_ShiftingContrast, 0.0001))), _ShiftingFade); - float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a)); - float4 staticSwitch33_g11867 = appendResult6_g11867; - #else - float4 staticSwitch33_g11867 = temp_output_1_0_g11867; - #endif - float4 temp_output_5_0_g11874 = staticSwitch33_g11867; - #ifdef _ENABLETEXTURELAYER1_ON - float4 break6_g11874 = temp_output_5_0_g11874; - float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b)); - float temp_output_27_0_g11874 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON - float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * - temp_output_27_0_g11874)); - #else - float2 staticSwitch73_g11874 = _TextureLayer1Offset; - #endif - float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) - - staticSwitch73_g11874); - float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; - float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11875 = _TextureLayer1Columns; - int Height10_g11875 = _TextureLayer1Rows; - float Tile10_g11875 = round( - ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame)); - float2 Invert10_g11875 = float2(0, 1); - float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( - UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875); - #ifdef _TEXTURELAYER1SHEETTOGGLE_ON - float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; - #else - float2 staticSwitch20_g11874 = temp_output_72_0_g11874; - #endif - float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874); - float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b)); - float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, - _TextureLayer1Color.b)); - float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874); - float4 break2_g11876 = temp_output_5_0_g11874; - #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON - float3 staticSwitch80_g11874 = (pow( - max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + - break2_g11876.z) / 6.0), 0.0001), - max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874); - #else - float3 staticSwitch80_g11874 = temp_output_16_0_g11874; - #endif - float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874, - (tex2DNode3_g11874.a * _TextureLayer1Fade)); - float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a)); - float4 staticSwitch15_g11874 = appendResult14_g11874; - #else - float4 staticSwitch15_g11874 = temp_output_5_0_g11874; - #endif - float4 temp_output_5_0_g11870 = staticSwitch15_g11874; - #ifdef _ENABLETEXTURELAYER2_ON - float4 break6_g11870 = temp_output_5_0_g11870; - float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b)); - float temp_output_27_0_g11870 = temp_output_40_0_g11822; - #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON - float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * - temp_output_27_0_g11870)); - #else - float2 staticSwitch73_g11870 = _TextureLayer2Offset; - #endif - float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) - - staticSwitch73_g11870); - float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; - float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + - float2(1, 1)) % float2(1, 1)); - int Width10_g11871 = _TextureLayer2Columns; - int Height10_g11871 = _TextureLayer2Rows; - float Tile10_g11871 = round( - ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame)); - float2 Invert10_g11871 = float2(0, 1); - float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( - UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871); - #ifdef _TEXTURELAYER2SHEETTOGGLE_ON - float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; - #else - float2 staticSwitch20_g11870 = temp_output_72_0_g11870; - #endif - float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870); - float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b)); - float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, - _TextureLayer2Color.b)); - float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870); - float4 break2_g11872 = temp_output_5_0_g11870; - #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON - float3 staticSwitch84_g11870 = (pow( - max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + - break2_g11872.z) / 6.0), 0.0001), - max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870); - #else - float3 staticSwitch84_g11870 = temp_output_16_0_g11870; - #endif - float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870, - (tex2DNode3_g11870.a * _TextureLayer2Fade)); - float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a)); - float4 staticSwitch15_g11870 = appendResult14_g11870; - #else - float4 staticSwitch15_g11870 = temp_output_5_0_g11870; - #endif - float4 temp_output_473_0 = staticSwitch15_g11870; - #ifdef _ENABLEFULLDISTORTION_ON - float4 break4_g11878 = temp_output_473_0; - float fullDistortionAlpha164 = _FullDistortionFade; - float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b, - (break4_g11878.a * fullDistortionAlpha164))); - float4 staticSwitch77 = appendResult5_g11878; - #else - float4 staticSwitch77 = temp_output_473_0; - #endif - #ifdef _ENABLEDIRECTIONALDISTORTION_ON - float4 break4_g11879 = staticSwitch77; - float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) - ? ((1.0 - clampResult154_g11675)) - : (clampResult154_g11675)); - float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b, - (break4_g11879.a * directionalDistortionAlpha167))); - float4 staticSwitch75 = appendResult5_g11879; - #else - float4 staticSwitch75 = staticSwitch77; - #endif - float4 temp_output_1_0_g11880 = staticSwitch75; - float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001); - #endif - float2 temp_output_18_0_g11880 = shaderPosition235; - #ifdef _ENABLEFULLALPHADISSOLVE_ON - float linValue16_g11882 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882); - float clampResult17_g11881 = clamp( - (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) / - temp_output_53_0_g11881), 0.0, 1.0); - float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb, - (temp_output_1_0_g11881.a * clampResult17_g11881))); - float4 staticSwitch3_g11880 = appendResult3_g11881; - #else - float4 staticSwitch3_g11880 = temp_output_1_0_g11880; - #endif - #ifdef _ENABLEFULLGLOWDISSOLVE_ON - float linValue16_g11890 = tex2D(_UberNoiseTexture, - (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890); - float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; - float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade); - float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); - float4 temp_output_1_0_g11889 = staticSwitch3_g11880; - float4 appendResult3_g11889 = (float4( - (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step( - temp_output_5_0_g11889, - ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + ( - temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889))); - float4 staticSwitch5_g11880 = appendResult3_g11889; - #else - float4 staticSwitch5_g11880 = staticSwitch3_g11880; - #endif - #ifdef _ENABLESOURCEALPHADISSOLVE_ON - float4 temp_output_1_0_g11891 = staticSwitch5_g11880; - float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; - float linValue16_g11892 = tex2D(_UberNoiseTexture, - (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r; - float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892); - float clampResult17_g11891 = clamp( - ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + ( - localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max( - _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb, - (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert) - ? ((1.0 - clampResult17_g11891)) - : (clampResult17_g11891))))); - float4 staticSwitch8_g11880 = appendResult3_g11891; - #else - float4 staticSwitch8_g11880 = staticSwitch5_g11880; - #endif - #ifdef _ENABLESOURCEGLOWDISSOLVE_ON - float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; - float linValue16_g11888 = tex2D(_UberNoiseTexture, - (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r; - float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888); - float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + ( - localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor)); - float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade); - float temp_output_76_0_g11887 = step(temp_output_65_0_g11887, - (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); - float4 temp_output_1_0_g11887 = staticSwitch8_g11880; - float4 appendResult3_g11887 = (float4( - ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor). - rgb) + (temp_output_1_0_g11887).rgb), - (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert) - ? ((1.0 - temp_output_76_0_g11887)) - : (temp_output_75_0_g11887))))); - float4 staticSwitch9_g11880 = appendResult3_g11887; - #else - float4 staticSwitch9_g11880 = staticSwitch8_g11880; - #endif - #ifdef _ENABLEDIRECTIONALALPHAFADE_ON - float4 temp_output_1_0_g11883 = staticSwitch9_g11880; - float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; - float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0), - float3(0, 0, 1), - (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11883 = rotatedValue136_g11883; - float linValue16_g11884 = tex2D(_UberNoiseTexture, - (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r; - float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884); - float clampResult154_g11883 = clamp( - ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( - localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max( - _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); - float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb, - (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert) - ? ((1.0 - clampResult154_g11883)) - : (clampResult154_g11883))))); - float4 staticSwitch11_g11880 = appendResult3_g11883; - #else - float4 staticSwitch11_g11880 = staticSwitch9_g11880; - #endif - #ifdef _ENABLEDIRECTIONALGLOWFADE_ON - float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; - float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0), - float3(0, 0, 1), - (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * - PI)); - float3 break130_g11885 = rotatedValue136_g11885; - float linValue16_g11886 = tex2D(_UberNoiseTexture, - (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r; - float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886); - float temp_output_168_0_g11885 = max( - ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( - localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max( - _DirectionalGlowFadeWidth, 0.001)), 0.0); - float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))); - float4 temp_output_1_0_g11885 = staticSwitch11_g11880; - float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0); - float4 appendResult3_g11885 = (float4( - (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step( - 1.0, ((_DirectionalGlowFadeInvert) - ? ((1.0 - temp_output_168_0_g11885)) - : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb), - (temp_output_1_0_g11885.a * clampResult154_g11885))); - float4 staticSwitch15_g11880 = appendResult3_g11885; - #else - float4 staticSwitch15_g11880 = staticSwitch11_g11880; - #endif - #ifdef _ENABLEHALFTONE_ON - float4 temp_output_1_0_g11893 = staticSwitch15_g11880; - float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; - float temp_output_121_0_g11893 = max( - ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max( - 0.01, _HalftoneFadeWidth)), 0.0); - float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893)); - float temp_output_17_0_g11894 = length( - ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / - appendResult11_g11894)); - float clampResult17_g11893 = clamp( - saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0); - float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb, - (temp_output_1_0_g11893.a * ((_HalftoneInvert) - ? ((1.0 - clampResult17_g11893)) - : (clampResult17_g11893))))); - float4 staticSwitch13_g11880 = appendResult3_g11893; - #else - float4 staticSwitch13_g11880 = staticSwitch15_g11880; - #endif - #ifdef _ENABLEADDCOLOR_ON - float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; - float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; - float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask); - #ifdef _ADDCOLORMASKTOGGLE_ON - float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896. - a)); - #else - float3 staticSwitch16_g11896 = temp_output_3_0_g11896; - #endif - float4 temp_output_1_0_g11896 = staticSwitch13_g11880; - float4 break2_g11898 = temp_output_1_0_g11896; - #ifdef _ADDCOLORCONTRASTTOGGLE_ON - float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow( - max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + - break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); - #else - float3 staticSwitch17_g11896 = staticSwitch16_g11896; - #endif - float4 appendResult6_g11896 = (float4( - ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb), - temp_output_1_0_g11896.a)); - float4 staticSwitch5_g11895 = appendResult6_g11896; - #else - float4 staticSwitch5_g11895 = staticSwitch13_g11880; - #endif - #ifdef _ENABLEALPHATINT_ON - float4 temp_output_1_0_g11899 = staticSwitch5_g11895; - float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb, - ((1.0 - temp_output_1_0_g11899.a) * step( - _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade)); - float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a)); - float4 staticSwitch11_g11895 = appendResult13_g11899; - #else - float4 staticSwitch11_g11895 = staticSwitch5_g11895; - #endif - #ifdef _ENABLESTRONGTINT_ON - float4 temp_output_1_0_g11900 = staticSwitch11_g11895; - float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; - float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; - float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask); - #ifdef _STRONGTINTMASKTOGGLE_ON - float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900. - a)); - #else - float3 staticSwitch21_g11900 = temp_output_6_0_g11900; - #endif - float4 break2_g11902 = temp_output_1_0_g11900; - #ifdef _STRONGTINTCONTRASTTOGGLE_ON - float3 staticSwitch22_g11900 = (pow( - max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + - break2_g11902.z) / 6.0), 0.0001), - max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900); - #else - float3 staticSwitch22_g11900 = staticSwitch21_g11900; - #endif - float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade); - float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a)); - float4 staticSwitch7_g11895 = appendResult9_g11900; - #else - float4 staticSwitch7_g11895 = staticSwitch11_g11895; - #endif - float4 temp_output_2_0_g11903 = staticSwitch7_g11895; - #ifdef _ENABLESHADOW_ON - float4 break4_g11905 = temp_output_2_0_g11903; - float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b)); - float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); - float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, - (_ShadowFade * tex2D( - _MainTex, - (finalUV146 - ((100.0 / appendResult2_g11904) * - _ShadowOffset))).a))); - float4 break6_g11905 = appendResult85_g11903; - float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b)); - float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a); - float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905); - float4 appendResult18_g11905 = (float4( - (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * ( - 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905)); - float4 staticSwitch82_g11903 = appendResult18_g11905; - #else - float4 staticSwitch82_g11903 = temp_output_2_0_g11903; - #endif - float4 break4_g11906 = staticSwitch82_g11903; - #ifdef _ENABLECUSTOMFADE_ON - float staticSwitch8_g11764 = 1.0; - #else - float staticSwitch8_g11764 = input.ase_color.a; - #endif - #ifdef _ENABLESMOKE_ON - float staticSwitch9_g11764 = 1.0; - #else - float staticSwitch9_g11764 = staticSwitch8_g11764; - #endif - float customVertexAlpha193 = staticSwitch9_g11764; - float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b, - (break4_g11906.a * customVertexAlpha193))); - float4 temp_output_344_0 = appendResult5_g11906; - float4 temp_output_1_0_g11907 = temp_output_344_0; - float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb), - temp_output_1_0_g11907.a)); - #ifdef _VERTEXTINTFIRST_ON - float4 staticSwitch342 = temp_output_344_0; - #else - float4 staticSwitch342 = appendResult8_g11907; - #endif - float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123); - #if defined( _SHADERFADING_NONE ) - float4 staticSwitch143 = staticSwitch342; - #elif defined( _SHADERFADING_FULL ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_MASK ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_DISSOLVE ) - float4 staticSwitch143 = lerpResult125; - #elif defined( _SHADERFADING_SPREAD ) - float4 staticSwitch143 = lerpResult125; - #else - float4 staticSwitch143 = staticSwitch342; - #endif - float4 temp_output_7_0_g11914 = staticSwitch143; - #ifdef _BAKEDMATERIAL_ON - float4 appendResult2_g11914 = (float4( - ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a)); - float4 staticSwitch6_g11914 = appendResult2_g11914; - #else - float4 staticSwitch6_g11914 = temp_output_7_0_g11914; - #endif - float4 temp_output_340_0 = staticSwitch6_g11914; - - - float Alpha = temp_output_340_0.a; - float AlphaClipThreshold = _AlphaClip; - - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); - #endif - - #if defined(LOD_FADE_CROSSFADE) - LODFadeCrossFade(input.positionCS); - #endif - - #if defined(APLICATION_SPACE_WARP_MOTION) - return float4( - CalcAswNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter), - 1); - #else - return float4( - CalcNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter), 0, - 0); - #endif - } - ENDHLSL - } - - } - - CustomEditor "SpriteShadersUltimate.SSUShaderGUI" - FallBack "Hidden/Shader Graph/FallbackError" - - Fallback Off + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 positionOld : TEXCOORD4; + #if _ADD_PRECOMPUTED_VELOCITY + float3 alembicMotionVector : TEXCOORD5; + #endif + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float4 positionCSNoJitter : TEXCOORD0; + float4 previousPositionCSNoJitter : TEXCOORD1; + float3 positionWS : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + float4 _MainTex_TexelSize; + float4 _EmissionTint; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + float4 _CamouflageColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + float _Smoothness; + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11765( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11767( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11776( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11796( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11779( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11781( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11785( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11826( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11866( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11869( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11861( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11859( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11887( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11909( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11917( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11919( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11915( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11911( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11936 = fixedUV475; + float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11937 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + float temp_output_8_0_g11937 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 ); + #else + float2 staticSwitch4_g11937 = temp_output_2_0_g11937; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11938 = temp_output_8_0_g11937; + float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) ); + float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 ); + #else + float2 staticSwitch6_g11937 = staticSwitch4_g11937; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11937 = staticSwitch6_g11937; + #endif + float2 temp_output_424_0 = staticSwitch10_g11937; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord3.xy = input.ase_texcoord.xy; + output.ase_texcoord4 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + #if defined(APPLICATION_SPACE_WARP_MOTION) + output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS)); + output.positionCS = output.positionCSNoJitter; + #else + output.positionCS = vertexInput.positionCS; + output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS)); + #endif + + float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS; + + #if _ADD_PRECOMPUTED_VELOCITY + prevPos = prevPos - float4(input.alembicMotionVector, 0); + #endif + + output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) ); + + output.positionWS = vertexInput.positionWS; + + // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher + //ApplyMotionVectorZBias( output.positionCS ); + return output; + } + + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + + float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _ENABLESCREENTILING_ON + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11769 = _TimeValue; + #else + float staticSwitch44_g11769 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11769 = UnscaledTime; + #else + float staticSwitch34_g11769 = staticSwitch44_g11769; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed ); + #else + float staticSwitch37_g11769 = staticSwitch34_g11769; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11769 = staticSwitch37_g11769; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11769 = staticSwitch38_g11769; + #endif + float shaderTime237 = staticSwitch42_g11769; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11770 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11770 = temp_output_61_0_g11770; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11770 = (input.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11770 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11770 = (PositionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11770; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11771 = unity_OrthoParams.y; + float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 ); + float2 temp_cast_4 = (temp_output_8_0_g11771).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11771).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11772 = appendResult2_g11772; + #else + float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 ); + #endif + float hologramFade182 = _HologramFade; + float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11786 = staticSwitch62; + float2 temp_output_26_0_g11786 = shaderPosition235; + float temp_output_25_0_g11786 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 ); + float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796); + float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11795 = appendResult2_g11795; + #else + float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 ); + #endif + float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) ); + #else + float staticSwitch29_g11793 = _UVDistortFade; + #endif + float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) ); + #else + float2 staticSwitch5_g11786 = temp_output_1_0_g11786; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11792 = staticSwitch5_g11786; + float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11786 = staticSwitch5_g11786; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy; + #else + float2 staticSwitch9_g11786 = staticSwitch7_g11786; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy; + #else + float2 staticSwitch16_g11786 = staticSwitch9_g11786; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 ); + #else + float2 staticSwitch14_g11786 = staticSwitch16_g11786; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11786 = clampResult46_g11788; + #else + float2 staticSwitch4_g11786 = staticSwitch14_g11786; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11786 = staticSwitch4_g11786; + #endif + float2 temp_output_1_0_g11797 = staticSwitch24_g11786; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y ); + #else + float staticSwitch18_g11797 = temp_output_7_0_g11797; + #endif + float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0)); + float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 ); + #else + float2 staticSwitch13_g11797 = temp_output_1_0_g11797; + #endif + float2 temp_output_484_0 = staticSwitch13_g11797; + float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 ); + float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 ); + float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11766 = shaderPosition235; + float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11764; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11766; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11798 = staticSwitch485; + float2 break11_g11798 = float2( 0,0 ); + float2 break10_g11798 = float2( 1,1 ); + float2 break9_g11798 = spriteRectMin376; + float2 break8_g11798 = spriteRectMax377; + float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11777 = originalColor191; + float4 temp_output_1_0_g11778 = temp_output_1_0_g11777; + float2 temp_output_7_0_g11777 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11778 = temp_output_7_0_g11777; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 ); + float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge )); + float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a ))); + float4 staticSwitch2_g11777 = appendResult31_g11778; + #else + float4 staticSwitch2_g11777 = temp_output_1_0_g11777; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11780 = staticSwitch2_g11777; + float2 temp_output_57_0_g11780 = temp_output_7_0_g11777; + float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 ); + float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 ); + float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11777 = appendResult13_g11780; + #else + float4 staticSwitch3_g11777 = staticSwitch2_g11777; + #endif + float4 temp_output_1_0_g11782 = staticSwitch3_g11777; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11783 = temp_output_1_0_g11782; + float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y)); + float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 ); + float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch2_g11782 = appendResult42_g11783; + #else + float4 staticSwitch2_g11782 = temp_output_1_0_g11782; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11784 = finalUV146; + float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 ); + float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 ); + float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness ); + float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784)); + float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 ); + #else + float4 staticSwitch6_g11782 = staticSwitch2_g11782; + #endif + float4 temp_output_3_0_g11799 = staticSwitch6_g11782; + float4 temp_output_1_0_g11831 = temp_output_3_0_g11799; + float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0)); + float2 temp_output_1_0_g11799 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch81_g11831 = appendResult91_g11831; + #endif + float3 break82_g11831 = (staticSwitch81_g11831).xyz; + float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 ); + float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b)); + float4 break2_g11832 = temp_output_1_0_g11831; + float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) ); + float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade )); + float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch43_g11799 = appendResult30_g11831; + #else + float4 staticSwitch43_g11799 = temp_output_3_0_g11799; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11829 = staticSwitch43_g11799; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 ); + #else + float4 staticSwitch62_g11829 = temp_output_1_0_g11829; + #endif + float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb ); + float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.8333333 ) + ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.6666667 ) + ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11829 = ifLocalVar46_g11829; + float4 ifLocalVar47_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.3333333 ) + ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11829 = 0; + if( temp_output_43_0_g11829 <= 0.1666667 ) + ifLocalVar45_g11829 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11829 = ifLocalVar47_g11829; + float4 ifLocalVar35_g11829 = 0; + if( temp_output_43_0_g11829 >= 0.5 ) + ifLocalVar35_g11829 = ifLocalVar44_g11829; + else + ifLocalVar35_g11829 = ifLocalVar45_g11829; + float4 break55_g11829 = ifLocalVar35_g11829; + float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b)); + float4 break2_g11830 = temp_output_1_0_g11829; + float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) ); + float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a)); + float4 staticSwitch9_g11799 = appendResult30_g11829; + #else + float4 staticSwitch9_g11799 = staticSwitch43_g11799; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11803 = staticSwitch9_g11799; + float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb; + float3 In115_g11803 = temp_output_2_0_g11803; + float3 From115_g11803 = (_ColorReplaceFromColor).rgb; + float4 break2_g11804 = temp_output_1_0_g11803; + float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11803 = _ColorReplaceSmoothness; + float Range115_g11803 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 ); + float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade); + float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch29_g11799 = appendResult4_g11803; + #else + float4 staticSwitch29_g11799 = staticSwitch9_g11799; + #endif + float4 temp_output_1_0_g11816 = staticSwitch29_g11799; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb; + float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade); + float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a)); + float4 staticSwitch4_g11816 = appendResult8_g11816; + #else + float4 staticSwitch4_g11816 = temp_output_1_0_g11816; + #endif + float4 temp_output_57_0_g11799 = staticSwitch4_g11816; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11839 = temp_output_57_0_g11799; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a)); + float4 staticSwitch32_g11799 = appendResult4_g11839; + #else + float4 staticSwitch32_g11799 = temp_output_57_0_g11799; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11814 = staticSwitch32_g11799; + float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a)); + float4 staticSwitch33_g11799 = appendResult6_g11814; + #else + float4 staticSwitch33_g11799 = staticSwitch32_g11799; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11815 = staticSwitch33_g11799; + float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb ); + float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) ); + float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a)); + float4 staticSwitch36_g11799 = appendResult8_g11815; + #else + float4 staticSwitch36_g11799 = staticSwitch33_g11799; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11833 = staticSwitch36_g11799; + float4 break2_g11834 = temp_output_1_0_g11833; + float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 ); + float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833); + float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a)); + float4 staticSwitch30_g11799 = appendResult18_g11833; + #else + float4 staticSwitch30_g11799 = staticSwitch36_g11799; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11811 = staticSwitch30_g11799; + float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb; + float4 break12_g11811 = temp_output_1_0_g11811; + float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade); + float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a)); + float4 staticSwitch20_g11799 = appendResult11_g11811; + #else + float4 staticSwitch20_g11799 = staticSwitch30_g11799; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11825 = staticSwitch20_g11799; + float4 break2_g11827 = temp_output_1_0_g11825; + float2 temp_output_65_0_g11825 = shaderPosition235; + float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 ); + float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 )); + float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a)); + float4 staticSwitch17_g11799 = appendResult9_g11825; + #else + float4 staticSwitch17_g11799 = staticSwitch20_g11799; + #endif + float temp_output_39_0_g11799 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11817 = staticSwitch17_g11799; + float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb ); + float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) ); + float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch19_g11799 = appendResult6_g11817; + #else + float4 staticSwitch19_g11799 = staticSwitch17_g11799; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11821 = staticSwitch19_g11799; + float4 break2_g11823 = temp_output_1_0_g11821; + float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) ); + #else + float staticSwitch33_g11821 = _AddHueFade; + #endif + float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a)); + float4 staticSwitch23_g11799 = appendResult6_g11821; + #else + float4 staticSwitch23_g11799 = staticSwitch19_g11799; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11818 = staticSwitch23_g11799; + float4 break2_g11819 = temp_output_1_0_g11818; + float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a ); + #else + float3 staticSwitch27_g11818 = temp_output_13_0_g11818; + #endif + float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a)); + float4 staticSwitch28_g11799 = appendResult21_g11818; + #else + float4 staticSwitch28_g11799 = staticSwitch23_g11799; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11806 = staticSwitch28_g11799; + float4 break2_g11807 = temp_output_1_0_g11806; + float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx; + float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation); + float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a)); + float4 staticSwitch38_g11799 = appendResult8_g11806; + #else + float4 staticSwitch38_g11799 = staticSwitch28_g11799; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11808 = staticSwitch38_g11799; + float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11808 = temp_output_1_0_g11799; + float temp_output_179_0_g11808 = temp_output_39_0_g11799; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 ); + #else + float3 staticSwitch187_g11808 = temp_output_82_0_g11808; + #endif + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11808 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 ); + float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11809 = appendResult2_g11809; + #else + float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 ); + #endif + float2 temp_output_25_0_g11808 = staticSwitch9_g11809; + float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) ); + float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a ); + #else + float staticSwitch188_g11808 = temp_output_15_0_g11808.a; + #endif + float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808)); + float4 staticSwitch12_g11799 = appendResult177_g11808; + #else + float4 staticSwitch12_g11799 = staticSwitch38_g11799; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11836 = staticSwitch12_g11799; + float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11836 = temp_output_1_0_g11799; + float temp_output_186_0_g11836 = temp_output_39_0_g11799; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 ); + #else + float3 staticSwitch199_g11836 = temp_output_82_0_g11836; + #endif + float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11836 = 1.0; + #else + float staticSwitch203_g11836 = temp_output_182_0_g11836; + #endif + float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836); + float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11836 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 ); + float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11838 = appendResult2_g11838; + #else + float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 ); + #endif + float2 temp_output_25_0_g11836 = staticSwitch9_g11838; + float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 ); + #else + float staticSwitch200_g11836 = lerpResult168_g11836; + #endif + float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836)); + float4 staticSwitch13_g11799 = appendResult174_g11836; + #else + float4 staticSwitch13_g11799 = staticSwitch12_g11799; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11813 = staticSwitch13_g11799; + float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11813 = temp_output_1_0_g11799; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 ); + #else + float3 staticSwitch199_g11813 = temp_output_82_0_g11813; + #endif + float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11813 = 1.0; + #else + float staticSwitch203_g11813 = temp_output_182_0_g11813; + #endif + float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813); + float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813); + float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 ); + float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 ); + #else + float staticSwitch200_g11813 = lerpResult168_g11813; + #endif + float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813)); + float4 staticSwitch48_g11799 = appendResult174_g11813; + #else + float4 staticSwitch48_g11799 = staticSwitch13_g11799; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11800 = staticSwitch48_g11799; + float4 break2_g11801 = temp_output_5_0_g11800; + float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a)); + float4 staticSwitch46_g11799 = appendResult12_g11800; + #else + float4 staticSwitch46_g11799 = staticSwitch48_g11799; + #endif + float4 temp_output_361_0 = staticSwitch46_g11799; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11841 = temp_output_361_0; + float4 break2_g11842 = temp_output_1_0_g11841; + float temp_output_44_0_g11841 = unity_OrthoParams.y; + float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a ))); + float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11841; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11844 = staticSwitch56; + float4 break2_g11846 = temp_output_1_0_g11844; + float temp_output_34_0_g11844 = shaderTime237; + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152); + float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a)); + float4 staticSwitch57 = appendResult27_g11844; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11849 = staticSwitch57; + float4 temp_output_1_0_g11879 = temp_output_3_0_g11849; + float2 temp_output_41_0_g11849 = shaderPosition235; + float2 temp_output_99_0_g11879 = temp_output_41_0_g11849; + float temp_output_40_0_g11849 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 ); + #else + float2 staticSwitch101_g11879 = temp_output_99_0_g11879; + #endif + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879); + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879); + float4 break2_g11882 = temp_output_1_0_g11879; + float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a)); + float4 staticSwitch26_g11849 = appendResult7_g11879; + #else + float4 staticSwitch26_g11849 = temp_output_3_0_g11849; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11872 = staticSwitch26_g11849; + float temp_output_59_0_g11872 = temp_output_40_0_g11849; + float2 temp_output_58_0_g11872 = temp_output_41_0_g11849; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float4 break2_g11874 = temp_output_1_0_g11872; + float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) ); + #else + float staticSwitch60_g11872 = _MetalFade; + #endif + float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872); + float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a)); + float4 staticSwitch28_g11849 = appendResult8_g11872; + #else + float4 staticSwitch28_g11849 = staticSwitch26_g11849; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11864 = staticSwitch28_g11849; + float4 break2_g11865 = temp_output_1_0_g11864; + float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ); + float2 temp_output_72_0_g11864 = temp_output_41_0_g11849; + float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 ); + float temp_output_73_0_g11864 = temp_output_40_0_g11849; + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 ); + float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a)); + float4 staticSwitch29_g11849 = appendResult26_g11864; + #else + float4 staticSwitch29_g11849 = staticSwitch28_g11849; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11858 = staticSwitch29_g11849; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 ); + float2 temp_output_72_0_g11858 = temp_output_41_0_g11849; + float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 ); + float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 ); + float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 ); + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 ); + float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858); + float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a)); + float4 staticSwitch32_g11849 = appendResult43_g11858; + #else + float4 staticSwitch32_g11849 = staticSwitch29_g11849; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11854 = temp_output_41_0_g11849; + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 ); + float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11854 = staticSwitch32_g11849; + float4 break2_g11856 = temp_output_1_0_g11854; + float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) ); + float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a)); + float4 staticSwitch34_g11849 = appendResult29_g11854; + #else + float4 staticSwitch34_g11849 = staticSwitch32_g11849; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11850 = staticSwitch34_g11849; + float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb; + float4 break2_g11852 = temp_output_1_0_g11850; + float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx; + float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) ); + #else + float staticSwitch98_g11850 = _ShineFade; + #endif + float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a)); + float4 staticSwitch36_g11849 = appendResult8_g11850; + #else + float4 staticSwitch36_g11849 = staticSwitch34_g11849; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11885 = temp_output_40_0_g11849; + float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 ); + float3 temp_output_24_0_g11885 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11885 = staticSwitch36_g11849; + float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb; + float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 ); + float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a)); + float4 staticSwitch39_g11849 = appendResult27_g11885; + #else + float4 staticSwitch39_g11849 = staticSwitch36_g11849; + #endif + float4 temp_output_10_0_g11889 = staticSwitch39_g11849; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb; + float2 temp_output_2_0_g11889 = temp_output_41_0_g11849; + float temp_output_1_0_g11889 = temp_output_40_0_g11849; + float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed ); + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 ); + float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 ); + float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889); + float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11889 = hsvTorgb53_g11889; + #else + float3 staticSwitch50_g11889 = lerpResult42_g11889; + #endif + float4 break2_g11891 = temp_output_10_0_g11889; + float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11889 = lerpResult44_g11889; + #else + float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) ); + #endif + float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a)); + float4 staticSwitch11_g11889 = appendResult19_g11889; + #else + float4 staticSwitch11_g11889 = temp_output_10_0_g11889; + #endif + float4 temp_output_1_0_g11894 = staticSwitch11_g11889; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11894 = temp_output_1_0_g11894; + float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b)); + float4 break2_g11895 = temp_output_1_0_g11894; + float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 ); + float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11894 = hsvTorgb12_g11894; + #else + float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a)); + float4 staticSwitch33_g11894 = appendResult6_g11894; + #else + float4 staticSwitch33_g11894 = temp_output_1_0_g11894; + #endif + float4 temp_output_5_0_g11901 = staticSwitch33_g11894; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11901 = temp_output_5_0_g11901; + float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b)); + float temp_output_27_0_g11901 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) ); + #else + float2 staticSwitch73_g11901 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11902 = _TextureLayer1Columns; + int Height10_g11902 = _TextureLayer1Rows; + float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11902 = float2( 0,1 ); + float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902; + #else + float2 staticSwitch20_g11901 = temp_output_72_0_g11901; + #endif + float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 ); + float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b)); + float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 ); + float4 break2_g11903 = temp_output_5_0_g11901; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 ); + #else + float3 staticSwitch80_g11901 = temp_output_16_0_g11901; + #endif + float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade )); + float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a)); + float4 staticSwitch15_g11901 = appendResult14_g11901; + #else + float4 staticSwitch15_g11901 = temp_output_5_0_g11901; + #endif + float4 temp_output_5_0_g11897 = staticSwitch15_g11901; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11897 = temp_output_5_0_g11897; + float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b)); + float temp_output_27_0_g11897 = temp_output_40_0_g11849; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) ); + #else + float2 staticSwitch73_g11897 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11898 = _TextureLayer2Columns; + int Height10_g11898 = _TextureLayer2Rows; + float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11898 = float2( 0,1 ); + float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898; + #else + float2 staticSwitch20_g11897 = temp_output_72_0_g11897; + #endif + float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 ); + float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b)); + float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 ); + float4 break2_g11899 = temp_output_5_0_g11897; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 ); + #else + float3 staticSwitch84_g11897 = temp_output_16_0_g11897; + #endif + float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade )); + float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a)); + float4 staticSwitch15_g11897 = appendResult14_g11897; + #else + float4 staticSwitch15_g11897 = temp_output_5_0_g11897; + #endif + float4 temp_output_473_0 = staticSwitch15_g11897; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11905 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11905; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11906 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11906; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11907 = staticSwitch75; + float4 temp_output_1_0_g11908 = temp_output_1_0_g11907; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11907 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 ); + float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 ); + float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 ))); + float4 staticSwitch3_g11907 = appendResult3_g11908; + #else + float4 staticSwitch3_g11907 = temp_output_1_0_g11907; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 ); + float temp_output_5_0_g11916 = localMyCustomExpression16_g11917; + float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade ); + float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11916 = staticSwitch3_g11907; + float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 ))); + float4 staticSwitch5_g11907 = appendResult3_g11916; + #else + float4 staticSwitch5_g11907 = staticSwitch3_g11907; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11918 = staticSwitch5_g11907; + float2 temp_output_76_0_g11918 = temp_output_18_0_g11907; + float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 ); + float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) ))); + float4 staticSwitch8_g11907 = appendResult3_g11918; + #else + float4 staticSwitch8_g11907 = staticSwitch5_g11907; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11914 = temp_output_18_0_g11907; + float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 ); + float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11914 = staticSwitch8_g11907; + float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) ))); + float4 staticSwitch9_g11907 = appendResult3_g11914; + #else + float4 staticSwitch9_g11907 = staticSwitch8_g11907; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11910 = staticSwitch9_g11907; + float2 temp_output_161_0_g11910 = temp_output_18_0_g11907; + float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11910 = rotatedValue136_g11910; + float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 ); + float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) ))); + float4 staticSwitch11_g11907 = appendResult3_g11910; + #else + float4 staticSwitch11_g11907 = staticSwitch9_g11907; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11912 = temp_output_18_0_g11907; + float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11912 = rotatedValue136_g11912; + float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 ); + float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ); + float4 temp_output_1_0_g11912 = staticSwitch11_g11907; + float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 ); + float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 ))); + float4 staticSwitch15_g11907 = appendResult3_g11912; + #else + float4 staticSwitch15_g11907 = staticSwitch11_g11907; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11920 = staticSwitch15_g11907; + float2 temp_output_126_0_g11920 = temp_output_18_0_g11907; + float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920)); + float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) ); + float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) ))); + float4 staticSwitch13_g11907 = appendResult3_g11920; + #else + float4 staticSwitch13_g11907 = staticSwitch15_g11907; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11923 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) ); + #else + float3 staticSwitch16_g11923 = temp_output_3_0_g11923; + #endif + float4 temp_output_1_0_g11923 = staticSwitch13_g11907; + float4 break2_g11925 = temp_output_1_0_g11923; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11923 = staticSwitch16_g11923; + #endif + float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a)); + float4 staticSwitch5_g11922 = appendResult6_g11923; + #else + float4 staticSwitch5_g11922 = staticSwitch13_g11907; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11926 = staticSwitch5_g11922; + float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade )); + float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a)); + float4 staticSwitch11_g11922 = appendResult13_g11926; + #else + float4 staticSwitch11_g11922 = staticSwitch5_g11922; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11927 = staticSwitch11_g11922; + float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) ); + #else + float3 staticSwitch21_g11927 = temp_output_6_0_g11927; + #endif + float4 break2_g11929 = temp_output_1_0_g11927; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 ); + #else + float3 staticSwitch22_g11927 = staticSwitch21_g11927; + #endif + float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade); + float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a)); + float4 staticSwitch7_g11922 = appendResult9_g11927; + #else + float4 staticSwitch7_g11922 = staticSwitch11_g11922; + #endif + float4 temp_output_2_0_g11930 = staticSwitch7_g11922; + #ifdef _ENABLESHADOW_ON + float4 break4_g11932 = temp_output_2_0_g11930; + float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b)); + float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11931 = appendResult2_g11931; + #else + float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 ); + #endif + float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a ))); + float4 break6_g11932 = appendResult85_g11930; + float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b)); + float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a ); + float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 ); + float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932)); + float4 staticSwitch82_g11930 = appendResult18_g11932; + #else + float4 staticSwitch82_g11930 = temp_output_2_0_g11930; + #endif + float4 break4_g11933 = staticSwitch82_g11930; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11777 = 1.0; + #else + float staticSwitch8_g11777 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11777 = 1.0; + #else + float staticSwitch9_g11777 = staticSwitch8_g11777; + #endif + float customVertexAlpha193 = staticSwitch9_g11777; + float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11933; + float4 temp_output_1_0_g11934 = temp_output_344_0; + float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11934; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11941 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a)); + float4 staticSwitch6_g11941 = appendResult2_g11941; + #else + float4 staticSwitch6_g11941 = temp_output_7_0_g11941; + #endif + float4 temp_output_340_0 = staticSwitch6_g11941; + + + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #if defined(ASE_CHANGES_WORLD_POS) + float3 positionOS = mul( GetWorldToObjectMatrix(), float4( PositionWS, 1.0 ) ).xyz; + float3 previousPositionWS = mul( GetPrevObjectToWorldMatrix(), float4( positionOS, 1.0 ) ).xyz; + input.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, float4( PositionWS, 1.0 ) ); + input.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, float4( previousPositionWS, 1.0 ) ); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #if defined(APPLICATION_SPACE_WARP_MOTION) + return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 ); + #else + return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 ); + #endif + } + ENDHLSL + } + + + } + + CustomEditor "SpriteShadersUltimate.SSUShaderGUI" + FallBack "Hidden/Shader Graph/FallbackError" + + Fallback Off } + /*ASEBEGIN -Version=19903 +Version=19905 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-3081.191,-3627.324;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 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PublicKeyToken=null;502;1144.955,1000.087;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;460;-2186.147,-3620.607;Inherit;False;originalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 @@ -40405,7 +35130,7 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0. Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;157;1638.393,1000.485;Inherit;False;spriteTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;450;-1448.75,-3526.053;Inherit;False;uvAfterPixelArt;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;370;-1198.361,-3311.903;Inherit;False;Remap2D;-1;;11668;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;46;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 +Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;47;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.TexelSizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;438;1931.978,1144.547;Inherit;False;-1;Create;1;0;SAMPLER2D;;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;-905.3608,-3353.903;Inherit;False;Property;_SpriteSheetFix;Sprite Sheet Fix;17;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;99;2506.903,1635.005;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 @@ -40415,12 +35140,12 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0. 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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;123;6281.453,1414.289;Inherit;False;fullFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-737.796,35.8288;Inherit;False;_UberCustomAlpha;591;;11764;d68af6e3188f53845b23cf6e39df15fe;0;3;1;COLOR;0,0,0,0;False;6;SAMPLER2D;0;False;7;FLOAT2;0,0;False;2;FLOAT;12;COLOR;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-737.796,35.8288;Inherit;False;_UberCustomAlpha;602;;11777;d68af6e3188f53845b23cf6e39df15fe;0;3;1;COLOR;0,0,0,0;False;6;SAMPLER2D;0;False;7;FLOAT2;0,0;False;2;FLOAT;12;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;180;-687.1025,-126.9742;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;259;2999.016,-2403.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 -Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;3040.934,-2600.272;Inherit;False;Property;_EnableShine;Enable Shine;223;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;57;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;3040.934,-2600.272;Inherit;False;Property;_EnableShine;Enable 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Version=0.0.0.0, Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;148;-614.0953,-401.0159;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;240;-683.451,-246.0232;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;181;-423.344,-436.9742;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;-404.7228,-125.1053;Inherit;False;_UberGenerated;565;;11769;52defa3f7cca25740a6a77f065edb382;0;4;10;FLOAT;0;False;8;SAMPLER2D;0;False;7;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, 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-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;378;5475.994,-2043.135;Inherit;False;Remap2D;-1;;11742;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;361;-136.8644,-329.1863;Inherit;False;_UberColor;74;;11773;db48f560e502b78409f7fbe481a93597;0;6;39;FLOAT;0;False;40;FLOAT2;0,0;False;1;FLOAT2;0,0;False;24;SAMPLER2D;0;False;3;COLOR;0,0,0,0;False;5;SAMPLER2D;0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;183.7499,-168.0946;Inherit;False;_Hologram;210;;11815;76082a965d84d0e4da33b2cff51b3691;0;5;42;FLOAT;0;False;40;FLOAT;0;False;1;COLOR;1,1,1,1;False;43;FLOAT;0;False;44;FLOAT;0;False;1;FLOAT4;0 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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;161;687.0067,-317.0453;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;668.7452,-235.3598;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;162;704.0067,-153.0455;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0 -Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber 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Node;AmplifyShaderEditor.SimpleMaxOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;382;5739.72,-1830.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 -Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;438.7324,-454.4984;Inherit;False;Property;_EnableHologram;Enable Hologram;208;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 -Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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PublicKeyToken=null;383;5870.72,-1934.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 @@ -40516,65 +35241,66 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;442;6299.205,-1884.911;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;171;1364.183,-273.4383;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;247;1456.499,-578.4069;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 -Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable Glitch;223;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 +Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable Glitch;232;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;246;1400.383,-493.8317;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;166;1853.428,-195.4143;Inherit;False;164;fullDistortionAlpha;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;1037.158,-2834.03;Inherit;False;directionalDistortionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;371;6107.095,-2156.984;Inherit;False;Property;_SpriteSheetFix1;Sprite Sheet 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Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;XRMotionVectors;0;11;XRMotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;True;1;False;;255;False;;1;False;;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;1;LightMode=XRMotionVectors;False;False;0;;0;0;Standard;0;False;0 WireConnection;483;1;363;0 WireConnection;483;12;411;0 WireConnection;482;1;483;0 @@ -40788,12 +35514,12 @@ WireConnection;142;4;121;0 WireConnection;501;11;500;0 WireConnection;511;0;340;0 WireConnection;511;1;501;0 -WireConnection;511;2;501;21 WireConnection;511;3;501;10 WireConnection;511;4;501;9 +WireConnection;511;2;501;21 WireConnection;511;6;497;3 WireConnection;511;7;522;0 WireConnection;511;16;503;0 WireConnection;511;8;142;0 ASEEND*/ -//CHKSM=F24FE0251712D299F4D2AA81D9968A17B68F2A76 \ No newline at end of file +//CHKSM=E70F38836491BAA00B0B8F2C09D7C6C59294C962 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader.meta index fafa7229..4f21a961 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader.meta @@ -13,15 +13,20 @@ ShaderImporter: - _AddColorMask: {instanceID: 0} - _RecolorRGBTexture: {instanceID: 0} - _RecolorRGBYCPTexture: {instanceID: 0} - - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} - _AddHueMask: {instanceID: 0} - _SineGlowMask: {instanceID: 0} - _MetalMask: {instanceID: 0} - _ShineMask: {instanceID: 0} - - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} - - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} - _UVDistortMask: {instanceID: 0} - _CustomFadeFadeMask: {instanceID: 0} - _texcoord: {instanceID: 0} @@ -32,3 +37,10 @@ ShaderImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader index e49f3320..6c7446fa 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader @@ -1,4 +1,4 @@ -// Made with Amplify Shader Editor v1.9.8.1 +// Made with Amplify Shader Editor v1.9.9.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/Additive GUI SSU" { @@ -14,517 +14,519 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 + _CullMode ("Cull Mode", Float) = 0 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 - [Toggle(_ISTEXT_ON)] _IsText("Is Text", Float) = 0 - [Toggle(_ISTEXTMESHPRO_ON)] _IsTextMeshPro("Is Text Mesh Pro", Float) = 0 - _TMPThickness("TMP: Thickness", Range( -0.99 , 0)) = -0.45 - _TMPSmoothness("TMP: Smoothness", Float) = 5 - [HideInInspector]_UIVertexColorAlwaysGammaSpace("UIVertexColorAlwaysGammaSpace", Int) = 0 - [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 - [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 - [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 - [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 - _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) - [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 - [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 - [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 - _PixelsPerUnit("Pixels Per Unit", Float) = 100 - _ScreenWidthUnits("Screen Width Units", Float) = 10 - _RectWidth("Rect Width", Float) = 100 - _RectHeight("Rect Height", Float) = 100 - [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 - _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 - _FadingPosition("Fading: Position", Vector) = (0,0,0,0) - _FadingWidth("Fading: Width", Float) = 0.3 - _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 - _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) - _FadingMask("Fading: Mask", 2D) = "white" {} - [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 - [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 - _TimeValue("Time: Value", Float) = 0 - [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 - _TimeSpeed("Time: Speed", Float) = 1 - [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 - _TimeFPS("Time: FPS", Float) = 5 - [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 - _TimeFrequency("Time: Frequency", Float) = 2 - _TimeRange("Time: Range", Float) = 0.5 - _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} - [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 - _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 - [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) - [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 - _StrongTintContrast("Strong Tint: Contrast", Float) = 0 - [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 - _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} - [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 - _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 - [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) - [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 - _AddColorContrast("Add Color: Contrast", Float) = 0.5 - [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 - _AddColorMask("Add Color: Mask", 2D) = "white" {} - [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 - _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) - _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 - [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 - _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 - _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) - _ShadowColor("Shadow: Color", Color) = (0,0,0,0) - [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 - _Brightness("Brightness", Float) = 1 - [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 - _Contrast("Contrast", Float) = 1 - [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 - _Saturation("Saturation", Float) = 1 - [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 - _Hue("Hue", Range( -1 , 1)) = 0 - [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 - _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 - _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} - [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 - _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 - _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} - [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 - _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) - _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 - [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 - _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) - _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 - _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} - _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 - _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) - _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 - [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 - _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) - _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 - _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} - _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 - _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) - _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 - _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 - [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 - _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} - _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 - _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 - _AddHueSpeed("Add Hue: Speed", Float) = 1 - _AddHueBrightness("Add Hue: Brightness", Float) = 2 - _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 - _AddHueContrast("Add Hue: Contrast", Float) = 0.5 - [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 - _AddHueMask("Add Hue: Mask", 2D) = "white" {} - [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 - _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) - [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) - _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 - _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 - [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 - _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 - [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 - _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 - [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) - _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 - _InkSpreadDistance("Ink Spread: Distance", Float) = 3 - _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) - _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 - _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) - _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 - [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 - _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) - _BlackTintPower("Black Tint: Power", Float) = 4 - [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 - _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) - _SineGlowContrast("Sine Glow: Contrast", Float) = 1 - _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 - _SineGlowMin("Sine Glow: Min", Float) = 0 - _SineGlowMax("Sine Glow: Max", Float) = 1 - [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 - _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} - [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 - _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 - [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) - [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) - _SplitToningContrast("Split Toning: Contrast", Float) = 1 - _SplitToningBalance("Split Toning: Balance", Float) = 1 - _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 - [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 - _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 - _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) - [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) - _ColorReplaceRange("Color Replace: Range", Float) = 0.05 - _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 - _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 - [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 - _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 - [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 - _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 - [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) - _HologramContrast("Hologram: Contrast", Float) = 1 - _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 - _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 - _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 - _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 - _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 - _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 - _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 - _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 - [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 - _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 - _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 - _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) - _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) - _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 - _GlitchBrightness("Glitch: Brightness", Float) = 4 - _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) - _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) - _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) - _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) - _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) - [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 - _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 - [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) - _FrozenContrast("Frozen: Contrast", Float) = 2 - [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) - _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 - _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 - _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) - [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) - _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 - _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 - _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) - _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) - _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) - _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 - _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 - _RainbowBrightness("Rainbow: Brightness", Float) = 2 - _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 - _RainbowContrast("Rainbow: Contrast", Float) = 1 - _RainbowSpeed("Rainbow: Speed", Float) = 1 - _RainbowDensity("Rainbow: Density", Float) = 0.5 - _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) - _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) - _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 - [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 - _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 - _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) - _CamouflageContrast("Camouflage: Contrast", Float) = 1 - _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) - _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) - _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) - _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) - [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 - _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 - _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 - [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) - _MetalContrast("Metal: Contrast", Float) = 2 - [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) - _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 - _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 - _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) - _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) - _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) - _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) - [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 - [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} - [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 - _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 - [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) - _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 - _ShineContrast("Shine: Contrast", Float) = 2 - _ShineWidth("Shine: Width", Float) = 0.1 - _ShineSpeed("Shine: Speed", Float) = 5 - _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 - _ShineSmooth("Shine: Smoothness", Float) = 1 - _ShineFrequency("Shine: Frequency", Float) = 0.3 - [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 - [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} - [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 - _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 - _BurnPosition("Burn: Position", Vector) = (0,5,0,0) - _BurnRadius("Burn: Radius", Float) = 5 - [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) - _BurnWidth("Burn: Width", Float) = 0.1 - _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) - _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 - [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) - _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 - [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) - _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 - _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) - _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 - _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 - _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 - [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) - _PoisonDensity("Poison: Density", Float) = 3 - _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 - _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 - _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 - _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) - _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) - [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 - _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 - _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) - _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) - _EnchantedBrightness("Enchanted: Brightness", Float) = 1 - _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 - _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 - [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 - _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 - _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 - _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 - [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) - [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) - [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 - [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 - _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 - _ShiftingSpeed("Shifting: Speed", Float) = 0.5 - _ShiftingDensity("Shifting: Density", Float) = 1.5 - _ShiftingBrightness("Shifting: Brightness", Float) = 1 - _ShiftingContrast("Shifting: Contrast", Float) = 0.5 - [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 - _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 - [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) - [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) - [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 - _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 - _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} - [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) - _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 - _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 - _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 - _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 - _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 - _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 - _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 - _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 - _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 - _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} - [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) - _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 - _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 - _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 - _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 - _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 - _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 - _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 - _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 - _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 - _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 - _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 - [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 - _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 - _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) - _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 - _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 - [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 - _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 - _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) - _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 - [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 - [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 - _HalftoneFade("Halftone: Fade", Float) = 1 - _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) - _HalftoneTiling("Halftone: Tiling", Float) = 4 - _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 - [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 - _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 - _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 - _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 - _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) - _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 - _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 - _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 - [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) - _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 - _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 - _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 - _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 - _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 - _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 - _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) - _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 - _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) - [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 - [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 - _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 - _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) - _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 - _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 - _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 - _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 - [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 - _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 - _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) - _SqueezePower("Squeeze: Power", Float) = 1 - _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 - _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 - _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) - _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) - _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) - _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 - [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} - [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 - _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) - [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 - _UVRotateSpeed("UV Rotate: Speed", Float) = 1 - _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 - _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 - _SineRotateAngle("Sine Rotate: Angle", Float) = 15 - _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 - _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 - _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 - _WiggleSpeed("Wiggle: Speed", Float) = 2 - _WiggleFrequency("Wiggle: Frequency", Float) = 2 - _WiggleOffset("Wiggle: Offset", Float) = 0.02 - [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 - [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 - _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) - _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 - _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 - _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) - _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) - [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 - _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 - _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 - _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 - _VibrateOffset("Vibrate: Offset", Float) = 0.04 - _VibrateFrequency("Vibrate: Frequency", Float) = 100 - _VibrateRotation("Vibrate: Rotation", Float) = 4 - [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 - _WindRotation("Wind: Rotation", Float) = 0 - _WindMaxRotation("Wind: Max Rotation", Float) = 2 - _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 - _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 - _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 - [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 - _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 - _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 - _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 - _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 - [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 - [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 - _WindXPosition("Wind: X Position", Float) = 0 - _WindFlip("Wind: Flip", Float) = 0 - [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 - _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 - _SquishStretch("Squish: Stretch", Float) = 0.1 - _SquishSquish("Squish: Squish", Float) = 0.1 - _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 - [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 - _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 - _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 - [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 - _FlameBrightness("Flame: Brightness", Float) = 10 - _FlameSmooth("Flame: Smooth", Float) = 2 - _FlameRadius("Flame: Radius", Float) = 0.2 - _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) - _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 - _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 - _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) - [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 - _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 - _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 - [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 - _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 - _SharpenFactor("Sharpen: Factor", Float) = 4 - _SharpenOffset("Sharpen: Offset", Float) = 2 - [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 - [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 - _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 - _SmokeSmoothness("Smoke: Smoothness", Float) = 1 - _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 - _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 - _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 - [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 - [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 - _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} - _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 - _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) - _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 - _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 - [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 - _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) - _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) - _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 - [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 - _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) - _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) - _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [Toggle( _ISTEXT_ON )] _IsText( "Is Text", Float ) = 0 + [Toggle( _ISTEXTMESHPRO_ON )] _IsTextMeshPro( "Is Text Mesh Pro", Float ) = 0 + _TMPThickness( "TMP: Thickness", Range( -0.99, 0 ) ) = -0.45 + _TMPSmoothness( "TMP: Smoothness", Float ) = 5 + [HideInInspector] _UIVertexColorAlwaysGammaSpace( "UIVertexColorAlwaysGammaSpace", Int ) = 0 + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 [HideInInspector] _texcoord( "", 2D ) = "white" {} } @@ -563,7 +565,7 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" { Name "Default" CGPROGRAM - #define ASE_VERSION 19801 + #define ASE_VERSION 19905 #pragma vertex vert #pragma fragment frag @@ -576,9 +578,13 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" #pragma multi_compile_local _ UNITY_UI_ALPHACLIP #include "UnityShaderVariables.cginc" + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON @@ -1858,7 +1864,7 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); - float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) ))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; @@ -2063,7 +2069,7 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); - float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) ))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; @@ -2221,9 +2227,15 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); - float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult10_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11674 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11674 = appendResult2_g11674; + #else + float2 staticSwitch9_g11674 = ( float2( 100,100 ) / appendResult10_g11674 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0)); + float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11674.x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 ); #else float2 staticSwitch59 = staticSwitch82; @@ -2247,7 +2259,13 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); - float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11739 = appendResult2_g11739; + #else + float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 ); + #endif float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON @@ -2255,7 +2273,7 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" #else float staticSwitch29_g11737 = _UVDistortFade; #endif - float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) ); #else float2 staticSwitch5_g11730 = temp_output_1_0_g11730; #endif @@ -2365,7 +2383,7 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" float2 break10_g11742 = float2( 1,1 ); float2 break9_g11742 = spriteRectMin376; float2 break8_g11742 = spriteRectMax377; - float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; @@ -2755,8 +2773,14 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" float2 staticSwitch169_g13113 = float2( 0,0 ); #endif float2 temp_output_131_0_g13113 = ( staticSwitch169_g13113 + temp_output_7_0_g13113 ); - float2 appendResult2_g13114 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g13113 = ( 100.0 / appendResult2_g13114 ); + float2 appendResult10_g13114 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g13114 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g13114 = appendResult2_g13114; + #else + float2 staticSwitch9_g13114 = ( float2( 100,100 ) / appendResult10_g13114 ); + #endif + float2 temp_output_25_0_g13113 = staticSwitch9_g13114; float temp_output_178_0_g13113 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13113 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) ) ); float3 lerpResult176_g13113 = lerp( (temp_output_15_0_g13113).rgb , staticSwitch187_g13113 , temp_output_178_0_g13113); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON @@ -2795,8 +2819,14 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" float2 staticSwitch157_g13141 = float2( 0,0 ); #endif float2 temp_output_131_0_g13141 = ( staticSwitch157_g13141 + temp_output_7_0_g13141 ); - float2 appendResult2_g13143 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g13141 = ( 100.0 / appendResult2_g13143 ); + float2 appendResult10_g13143 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g13143 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g13143 = appendResult2_g13143; + #else + float2 staticSwitch9_g13143 = ( float2( 100,100 ) / appendResult10_g13143 ); + #endif + float2 temp_output_25_0_g13141 = staticSwitch9_g13143; float lerpResult168_g13141 = lerp( temp_output_15_0_g13141.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13141 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g13141 = ( temp_output_182_0_g13141 * lerpResult168_g13141 ); @@ -3307,8 +3337,14 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU" #ifdef _ENABLESHADOW_ON float4 break4_g13236 = temp_output_2_0_g13234; float3 appendResult5_g13236 = (float3(break4_g13236.r , break4_g13236.g , break4_g13236.b)); - float2 appendResult2_g13235 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g13234 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g13235 ) * _ShadowOffset ) ) ).a ))); + float2 appendResult10_g13235 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g13235 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g13235 = appendResult2_g13235; + #else + float2 staticSwitch9_g13235 = ( float2( 100,100 ) / appendResult10_g13235 ); + #endif + float4 appendResult85_g13234 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g13235 * _ShadowOffset ) ) ).a ))); float4 break6_g13236 = appendResult85_g13234; float3 appendResult7_g13236 = (float3(break6_g13236.r , break6_g13236.g , break6_g13236.b)); float temp_output_11_0_g13236 = ( ( 1.0 - break4_g13236.a ) * 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PublicKeyToken=null;142;5362.269,308.0164;Inherit;False;Property;_UberFading;Uber Fading;21;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;489;6391.947,126.1744;Float;False;True;-1;2;SpriteShadersUltimate.SSUShaderGUI;0;3;Sprite Shaders Ultimate/Additive GUI SSU;5056123faa0c79b47ab6ad7e8bf059a4;True;Default;0;0;Default;2;True;True;8;5;False;;1;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;True;True;True;True;True;0;True;_ColorMask;False;False;False;False;False;False;False;True;True;0;True;_Stencil;255;True;_StencilReadMask;255;True;_StencilWriteMask;0;True;_StencilComp;0;True;_StencilOp;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;0;True;unity_GUIZTestMode;False;True;5;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;CanUseSpriteAtlas=True;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;False;0;;0;0;Standard;0;0;1;True;False;;False;0 WireConnection;483;1;363;0 WireConnection;483;12;411;0 WireConnection;482;1;483;0 WireConnection;482;12;411;0 -WireConnection;438;0;157;0 WireConnection;460;0;482;0 WireConnection;469;1;460;0 WireConnection;469;2;411;0 -WireConnection;432;0;438;0 WireConnection;374;0;373;1 WireConnection;374;1;373;2 -WireConnection;449;1;460;0 -WireConnection;449;0;469;0 WireConnection;375;0;373;3 WireConnection;375;1;373;4 -WireConnection;434;0;435;0 -WireConnection;434;1;432;0 -WireConnection;450;0;449;0 +WireConnection;105;0;30;0 +WireConnection;449;1;460;0 +WireConnection;449;0;469;0 WireConnection;376;0;374;0 WireConnection;377;0;375;0 -WireConnection;433;0;434;0 +WireConnection;157;0;105;0 +WireConnection;450;0;449;0 WireConnection;370;13;450;0 WireConnection;370;5;376;0 WireConnection;370;6;377;0 -WireConnection;436;0;433;0 -WireConnection;436;1;432;0 +WireConnection;438;0;157;0 WireConnection;366;1;450;0 WireConnection;366;0;370;0 -WireConnection;237;0;341;0 -WireConnection;437;1;435;0 -WireConnection;437;0;436;0 -WireConnection;475;0;366;0 -WireConnection;439;61;437;0 -WireConnection;439;3;441;0 WireConnection;99;0;101;0 +WireConnection;432;0;438;0 +WireConnection;475;0;366;0 +WireConnection;159;0;99;0 +WireConnection;434;0;435;0 +WireConnection;434;1;432;0 WireConnection;365;9;477;0 WireConnection;365;3;475;0 -WireConnection;159;0;99;0 -WireConnection;235;0;439;0 +WireConnection;500;3;499;0 +WireConnection;433;0;434;0 WireConnection;84;0;365;0 WireConnection;79;195;253;0 WireConnection;79;160;84;0 WireConnection;79;194;184;0 +WireConnection;471;1;147;0 +WireConnection;471;2;189;0 +WireConnection;501;0;500;0 +WireConnection;436;0;433;0 +WireConnection;436;1;432;0 WireConnection;83;1;84;0 WireConnection;83;0;79;174 WireConnection;81;182;254;0 WireConnection;81;160;83;0 WireConnection;81;181;188;0 -WireConnection;82;1;83;0 -WireConnection;82;0;81;174 -WireConnection;182;0;53;0 -WireConnection;38;0;82;0 WireConnection;102;19;244;0 WireConnection;102;18;243;0 WireConnection;102;16;160;0 +WireConnection;494;1;471;0 +WireConnection;356;1;494;0 +WireConnection;356;2;501;0 +WireConnection;437;1;435;0 +WireConnection;437;0;436;0 +WireConnection;82;1;83;0 +WireConnection;82;0;81;174 +WireConnection;182;0;53;0 WireConnection;154;0;102;0 WireConnection;152;0;102;15 -WireConnection;52;77;255;0 -WireConnection;52;55;182;0 -WireConnection;52;76;173;0 -WireConnection;52;37;38;0 -WireConnection;52;39;174;0 -WireConnection;52;81;498;0 -WireConnection;52;79;497;2 WireConnection;231;27;261;0 WireConnection;231;22;122;0 WireConnection;231;18;228;0 @@ -3645,23 +3676,46 @@ WireConnection;223;1;122;0 WireConnection;223;16;219;0 WireConnection;223;18;208;0 WireConnection;223;20;210;0 -WireConnection;59;1;38;0 -WireConnection;59;0;52;0 WireConnection;292;1;122;0 WireConnection;292;2;204;0 -WireConnection;103;23;256;0 -WireConnection;103;13;155;0 -WireConnection;103;22;175;0 -WireConnection;103;3;153;0 -WireConnection;103;1;59;0 +WireConnection;354;1;494;0 +WireConnection;354;0;356;0 +WireConnection;439;61;437;0 +WireConnection;439;3;441;0 +WireConnection;38;0;82;0 +WireConnection;52;77;255;0 +WireConnection;52;55;182;0 +WireConnection;52;76;173;0 +WireConnection;52;37;38;0 +WireConnection;52;39;174;0 +WireConnection;52;81;498;0 +WireConnection;52;79;497;2 WireConnection;139;1;122;0 WireConnection;139;0;122;0 WireConnection;139;2;292;0 WireConnection;139;3;223;0 WireConnection;139;4;231;0 +WireConnection;191;0;354;0 +WireConnection;237;0;341;0 +WireConnection;235;0;439;0 +WireConnection;59;1;38;0 +WireConnection;59;0;52;0 +WireConnection;103;23;256;0 +WireConnection;103;13;155;0 +WireConnection;103;22;175;0 +WireConnection;103;3;153;0 +WireConnection;103;1;59;0 +WireConnection;123;0;139;0 +WireConnection;343;1;191;0 +WireConnection;343;6;179;0 +WireConnection;343;7;149;0 WireConnection;62;1;59;0 WireConnection;62;0;103;0 -WireConnection;123;0;139;0 +WireConnection;486;0;145;0 +WireConnection;239;10;240;0 +WireConnection;239;8;180;0 +WireConnection;239;7;148;0 +WireConnection;239;1;343;0 WireConnection;484;25;259;0 WireConnection;484;26;258;0 WireConnection;484;1;62;0 @@ -3670,49 +3724,10 @@ WireConnection;484;3;177;0 WireConnection;130;0;131;0 WireConnection;130;1;484;0 WireConnection;130;2;129;0 -WireConnection;145;1;484;0 -WireConnection;145;0;130;0 -WireConnection;145;2;130;0 -WireConnection;145;3;130;0 -WireConnection;145;4;130;0 -WireConnection;486;0;145;0 WireConnection;487;0;486;0 -WireConnection;488;0;487;0 -WireConnection;485;1;145;0 -WireConnection;485;0;488;0 WireConnection;378;13;485;0 WireConnection;378;2;380;0 WireConnection;378;3;381;0 -WireConnection;382;0;378;0 -WireConnection;382;1;380;0 -WireConnection;383;0;382;0 -WireConnection;383;1;381;0 -WireConnection;371;1;485;0 -WireConnection;371;0;383;0 -WireConnection;470;21;463;0 -WireConnection;470;17;452;0 -WireConnection;470;1;371;0 -WireConnection;470;2;442;0 -WireConnection;427;1;371;0 -WireConnection;427;0;470;0 -WireConnection;146;0;427;0 -WireConnection;471;1;147;0 -WireConnection;471;2;189;0 -WireConnection;500;3;499;0 -WireConnection;494;1;471;0 -WireConnection;501;0;500;0 -WireConnection;356;1;494;0 -WireConnection;356;2;501;0 -WireConnection;354;1;494;0 -WireConnection;354;0;356;0 -WireConnection;191;0;354;0 -WireConnection;343;1;191;0 -WireConnection;343;6;179;0 -WireConnection;343;7;149;0 -WireConnection;239;10;240;0 -WireConnection;239;8;180;0 -WireConnection;239;7;148;0 -WireConnection;239;1;343;0 WireConnection;361;39;240;0 WireConnection;361;40;242;0 WireConnection;361;1;148;0 @@ -3724,6 +3739,14 @@ WireConnection;51;40;183;0 WireConnection;51;1;361;0 WireConnection;51;43;495;2 WireConnection;51;44;496;0 +WireConnection;145;1;484;0 +WireConnection;145;0;130;0 +WireConnection;145;2;130;0 +WireConnection;145;3;130;0 +WireConnection;145;4;130;0 +WireConnection;488;0;487;0 +WireConnection;382;0;378;0 +WireConnection;382;1;380;0 WireConnection;56;1;361;0 WireConnection;56;0;51;0 WireConnection;104;34;244;0 @@ -3731,20 +3754,33 @@ WireConnection;104;31;161;0 WireConnection;104;33;163;0 WireConnection;104;29;162;0 WireConnection;104;1;56;0 +WireConnection;164;0;79;0 +WireConnection;485;1;145;0 +WireConnection;485;0;488;0 +WireConnection;383;0;382;0 +WireConnection;383;1;381;0 WireConnection;57;1;56;0 WireConnection;57;0;104;0 -WireConnection;164;0;79;0 +WireConnection;167;0;81;0 +WireConnection;371;1;485;0 +WireConnection;371;0;383;0 +WireConnection;470;21;463;0 +WireConnection;470;17;452;0 +WireConnection;470;1;371;0 +WireConnection;470;2;442;0 WireConnection;473;40;247;0 WireConnection;473;41;246;0 WireConnection;473;3;57;0 WireConnection;473;37;171;0 -WireConnection;167;0;81;0 WireConnection;78;1;473;0 WireConnection;78;2;166;0 +WireConnection;427;1;371;0 +WireConnection;427;0;470;0 WireConnection;77;1;473;0 WireConnection;77;0;78;0 WireConnection;76;1;77;0 WireConnection;76;2;168;0 +WireConnection;146;0;427;0 WireConnection;75;1;77;0 WireConnection;75;0;76;0 WireConnection;248;18;249;0 @@ -3760,12 +3796,12 @@ WireConnection;199;82;200;0 WireConnection;199;1;476;0 WireConnection;353;1;344;0 WireConnection;353;2;502;0 +WireConnection;504;1;194;0 +WireConnection;504;2;503;0 WireConnection;198;1;200;0 WireConnection;198;0;199;0 WireConnection;342;1;353;0 WireConnection;342;0;344;0 -WireConnection;504;1;194;0 -WireConnection;504;2;503;0 WireConnection;125;0;504;0 WireConnection;125;1;342;0 WireConnection;125;2;124;0 @@ -3787,4 +3823,4 @@ WireConnection;142;4;121;0 WireConnection;489;0;340;0 WireConnection;489;1;142;0 ASEEND*/ -//CHKSM=0DB72BE95841A94D1AE9A30728362A8E4C6AF3F2 +//CHKSM=21B648BAB721567E95CBD6BE73AC0C8775233093 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader.meta index 23ccb3de..a0918db9 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader.meta @@ -10,15 +10,20 @@ ShaderImporter: - _AddColorMask: {instanceID: 0} - _RecolorRGBTexture: {instanceID: 0} - _RecolorRGBYCPTexture: {instanceID: 0} - - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} - _AddHueMask: {instanceID: 0} - _SineGlowMask: {instanceID: 0} - _MetalMask: {instanceID: 0} - _ShineMask: {instanceID: 0} - - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} - - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} - _UVDistortMask: {instanceID: 0} - _CustomFadeFadeMask: {instanceID: 0} - _texcoord: {instanceID: 0} @@ -26,3 +31,10 @@ ShaderImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader index 836ad273..a8dcc0bc 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader @@ -1,4 +1,4 @@ -// Made with Amplify Shader Editor v1.9.8.1 +// Made with Amplify Shader Editor v1.9.9.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/Additive SSU" { @@ -8,509 +8,510 @@ Shader "Sprite Shaders Ultimate/Additive SSU" _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} - [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 - [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 - [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 - [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 - _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) - [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 - [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 - [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 - _PixelsPerUnit("Pixels Per Unit", Float) = 100 - _ScreenWidthUnits("Screen Width Units", Float) = 10 - _RectWidth("Rect Width", Float) = 100 - _RectHeight("Rect Height", Float) = 100 - [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 - _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 - _FadingPosition("Fading: Position", Vector) = (0,0,0,0) - _FadingWidth("Fading: Width", Float) = 0.3 - _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 - _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) - _FadingMask("Fading: Mask", 2D) = "white" {} - [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 - [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 - _TimeValue("Time: Value", Float) = 0 - [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 - _TimeSpeed("Time: Speed", Float) = 1 - [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 - _TimeFPS("Time: FPS", Float) = 5 - [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 - _TimeFrequency("Time: Frequency", Float) = 2 - _TimeRange("Time: Range", Float) = 0.5 - _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} - [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 - _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 - [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) - [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 - _StrongTintContrast("Strong Tint: Contrast", Float) = 0 - [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 - _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} - [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 - _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 - [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) - [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 - _AddColorContrast("Add Color: Contrast", Float) = 0.5 - [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 - _AddColorMask("Add Color: Mask", 2D) = "white" {} - [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 - _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) - _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 - [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 - _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 - _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) - _ShadowColor("Shadow: Color", Color) = (0,0,0,0) - [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 - _Brightness("Brightness", Float) = 1 - [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 - _Contrast("Contrast", Float) = 1 - [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 - _Saturation("Saturation", Float) = 1 - [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 - _Hue("Hue", Range( -1 , 1)) = 0 - [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 - _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 - _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} - [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 - _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 - _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} - [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 - _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) - _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 - [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 - _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) - _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 - _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} - _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 - _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) - _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 - [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 - _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) - _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 - _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} - _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 - _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) - _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 - _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 - [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 - _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} - _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 - _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 - _AddHueSpeed("Add Hue: Speed", Float) = 1 - _AddHueBrightness("Add Hue: Brightness", Float) = 2 - _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 - _AddHueContrast("Add Hue: Contrast", Float) = 0.5 - [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 - _AddHueMask("Add Hue: Mask", 2D) = "white" {} - [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 - _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) - [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) - _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 - _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 - [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 - _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 - [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 - _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 - [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) - _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 - _InkSpreadDistance("Ink Spread: Distance", Float) = 3 - _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) - _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 - _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) - _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 - [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 - _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) - _BlackTintPower("Black Tint: Power", Float) = 4 - [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 - _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) - _SineGlowContrast("Sine Glow: Contrast", Float) = 1 - _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 - _SineGlowMin("Sine Glow: Min", Float) = 0 - _SineGlowMax("Sine Glow: Max", Float) = 1 - [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 - _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} - [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 - _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 - [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) - [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) - _SplitToningContrast("Split Toning: Contrast", Float) = 1 - _SplitToningBalance("Split Toning: Balance", Float) = 1 - _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 - [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 - _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 - _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) - [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) - _ColorReplaceRange("Color Replace: Range", Float) = 0.05 - _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 - _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 - [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 - _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 - [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 - _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 - [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) - _HologramContrast("Hologram: Contrast", Float) = 1 - _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 - _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 - _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 - _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 - _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 - _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 - _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 - _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 - [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 - _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 - _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 - _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) - _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) - _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 - _GlitchBrightness("Glitch: Brightness", Float) = 4 - _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) - _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) - _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) - _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) - _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) - [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 - _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 - [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) - _FrozenContrast("Frozen: Contrast", Float) = 2 - [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) - _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 - _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 - _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) - [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) - _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 - _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 - _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) - _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) - _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) - _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 - _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 - _RainbowBrightness("Rainbow: Brightness", Float) = 2 - _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 - _RainbowContrast("Rainbow: Contrast", Float) = 1 - _RainbowSpeed("Rainbow: Speed", Float) = 1 - _RainbowDensity("Rainbow: Density", Float) = 0.5 - _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) - _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) - _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 - [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 - _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 - _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) - _CamouflageContrast("Camouflage: Contrast", Float) = 1 - _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) - _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) - _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) - _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) - [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 - _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 - _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 - [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) - _MetalContrast("Metal: Contrast", Float) = 2 - [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) - _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 - _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 - _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) - _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) - _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) - _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) - [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 - [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} - [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 - _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 - [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) - _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 - _ShineContrast("Shine: Contrast", Float) = 2 - _ShineWidth("Shine: Width", Float) = 0.1 - _ShineSpeed("Shine: Speed", Float) = 5 - _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 - _ShineSmooth("Shine: Smoothness", Float) = 1 - _ShineFrequency("Shine: Frequency", Float) = 0.3 - [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 - [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} - [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 - _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 - _BurnPosition("Burn: Position", Vector) = (0,5,0,0) - _BurnRadius("Burn: Radius", Float) = 5 - [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) - _BurnWidth("Burn: Width", Float) = 0.1 - _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) - _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 - [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) - _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 - [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) - _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 - _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) - _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 - _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 - _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 - [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) - _PoisonDensity("Poison: Density", Float) = 3 - _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 - _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 - _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 - _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) - _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) - [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 - _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 - _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) - _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) - _EnchantedBrightness("Enchanted: Brightness", Float) = 1 - _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 - _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 - [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 - _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 - _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 - _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 - [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) - [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) - [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 - [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 - _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 - _ShiftingSpeed("Shifting: Speed", Float) = 0.5 - _ShiftingDensity("Shifting: Density", Float) = 1.5 - _ShiftingBrightness("Shifting: Brightness", Float) = 1 - _ShiftingContrast("Shifting: Contrast", Float) = 0.5 - [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 - _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 - [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) - [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) - [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 - _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 - _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} - [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) - _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 - _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 - _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 - _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 - _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 - _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 - _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 - _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 - _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 - _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} - [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) - _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 - _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 - _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 - _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 - _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 - _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 - _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 - _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 - _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 - _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 - _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 - [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 - _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 - _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) - _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 - _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 - [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 - _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 - _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) - _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 - [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 - [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 - _HalftoneFade("Halftone: Fade", Float) = 1 - _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) - _HalftoneTiling("Halftone: Tiling", Float) = 4 - _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 - [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 - _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 - _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 - _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 - _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) - _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 - _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 - _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 - [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) - _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 - _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 - _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 - _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 - _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 - _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 - _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) - _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 - _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) - [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 - [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 - _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 - _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) - _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 - _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 - _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 - _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 - [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 - _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 - _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) - _SqueezePower("Squeeze: Power", Float) = 1 - _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 - _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 - _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) - _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) - _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) - _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 - [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} - [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 - _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) - [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 - _UVRotateSpeed("UV Rotate: Speed", Float) = 1 - _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 - _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 - _SineRotateAngle("Sine Rotate: Angle", Float) = 15 - _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 - _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 - _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 - _WiggleSpeed("Wiggle: Speed", Float) = 2 - _WiggleFrequency("Wiggle: Frequency", Float) = 2 - _WiggleOffset("Wiggle: Offset", Float) = 0.02 - [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 - [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 - _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) - _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 - _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 - _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) - _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) - [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 - _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 - _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 - _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 - _VibrateOffset("Vibrate: Offset", Float) = 0.04 - _VibrateFrequency("Vibrate: Frequency", Float) = 100 - _VibrateRotation("Vibrate: Rotation", Float) = 4 - [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 - _WindRotation("Wind: Rotation", Float) = 0 - _WindMaxRotation("Wind: Max Rotation", Float) = 2 - _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 - _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 - _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 - [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 - _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 - _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 - _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 - _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 - [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 - [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 - _WindXPosition("Wind: X Position", Float) = 0 - _WindFlip("Wind: Flip", Float) = 0 - [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 - _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 - _SquishStretch("Squish: Stretch", Float) = 0.1 - _SquishSquish("Squish: Squish", Float) = 0.1 - _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 - [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 - _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 - _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 - [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 - _FlameBrightness("Flame: Brightness", Float) = 10 - _FlameSmooth("Flame: Smooth", Float) = 2 - _FlameRadius("Flame: Radius", Float) = 0.2 - _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) - _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 - _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 - _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) - [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 - _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 - _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 - [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 - _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 - _SharpenFactor("Sharpen: Factor", Float) = 4 - _SharpenOffset("Sharpen: Offset", Float) = 2 - [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 - [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 - _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 - _SmokeSmoothness("Smoke: Smoothness", Float) = 1 - _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 - _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 - _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 - [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 - [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 - _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} - _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 - _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) - _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 - _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 - [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 - _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) - _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) - _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 - [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 - _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) - _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) - _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 [HideInInspector] _texcoord( "", 2D ) = "white" {} } @@ -530,7 +531,7 @@ Shader "Sprite Shaders Ultimate/Additive SSU" Pass { CGPROGRAM - #define ASE_VERSION 19801 + #define ASE_VERSION 19905 #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) @@ -542,9 +543,13 @@ Shader "Sprite Shaders Ultimate/Additive SSU" #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON @@ -1798,7 +1803,7 @@ Shader "Sprite Shaders Ultimate/Additive SSU" float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); - float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) ))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; @@ -2005,7 +2010,7 @@ Shader "Sprite Shaders Ultimate/Additive SSU" float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); - float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) ))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; @@ -2163,9 +2168,15 @@ Shader "Sprite Shaders Ultimate/Additive SSU" float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); - float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult10_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11674 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11674 = appendResult2_g11674; + #else + float2 staticSwitch9_g11674 = ( float2( 100,100 ) / appendResult10_g11674 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0)); + float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11674.x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 ); #else float2 staticSwitch59 = staticSwitch82; @@ -2189,7 +2200,13 @@ Shader "Sprite Shaders Ultimate/Additive SSU" float linValue16_g11730 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11720 + ( _UVDistortSpeed * temp_output_25_0_g11720 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11730 = MyCustomExpression16_g11730( linValue16_g11730 ); float2 lerpResult21_g11727 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11730); - float2 appendResult2_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult10_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11729 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11729 = appendResult2_g11729; + #else + float2 staticSwitch9_g11729 = ( float2( 100,100 ) / appendResult10_g11729 ); + #endif float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11728 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON @@ -2197,7 +2214,7 @@ Shader "Sprite Shaders Ultimate/Additive SSU" #else float staticSwitch29_g11727 = _UVDistortFade; #endif - float2 staticSwitch5_g11720 = ( temp_output_1_0_g11720 + ( lerpResult21_g11727 * ( 100.0 / appendResult2_g11729 ) * staticSwitch29_g11727 ) ); + float2 staticSwitch5_g11720 = ( temp_output_1_0_g11720 + ( lerpResult21_g11727 * staticSwitch9_g11729 * staticSwitch29_g11727 ) ); #else float2 staticSwitch5_g11720 = temp_output_1_0_g11720; #endif @@ -2307,7 +2324,7 @@ Shader "Sprite Shaders Ultimate/Additive SSU" float2 break10_g11732 = float2( 1,1 ); float2 break9_g11732 = spriteRectMin376; float2 break8_g11732 = spriteRectMax377; - float2 appendResult15_g11732 = (float2((break9_g11732.x + (break14_g11732.x - break11_g11732.x) * (break8_g11732.x - break9_g11732.x) / (break10_g11732.x - break11_g11732.x)) , (break9_g11732.y + (break14_g11732.y - break11_g11732.y) * (break8_g11732.y - break9_g11732.y) / (break10_g11732.y - break11_g11732.y)))); + float2 appendResult15_g11732 = (float2( (break9_g11732.x + ( break14_g11732.x - break11_g11732.x ) * ( break8_g11732.x - break9_g11732.x ) / ( break10_g11732.x - break11_g11732.x ) ) , (break9_g11732.y + ( break14_g11732.y - break11_g11732.y ) * ( break8_g11732.y - break9_g11732.y ) / ( break10_g11732.y - break11_g11732.y ) ))); float2 staticSwitch371 = min( max( appendResult15_g11732 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; @@ -2678,8 +2695,14 @@ Shader "Sprite Shaders Ultimate/Additive SSU" float2 staticSwitch169_g11772 = float2( 0,0 ); #endif float2 temp_output_131_0_g11772 = ( staticSwitch169_g11772 + temp_output_7_0_g11772 ); - float2 appendResult2_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11772 = ( 100.0 / appendResult2_g11773 ); + float2 appendResult10_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11773 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11773 = appendResult2_g11773; + #else + float2 staticSwitch9_g11773 = ( float2( 100,100 ) / appendResult10_g11773 ); + #endif + float2 temp_output_25_0_g11772 = staticSwitch9_g11773; float temp_output_178_0_g11772 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11772 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) ) ); float3 lerpResult176_g11772 = lerp( (temp_output_15_0_g11772).rgb , staticSwitch187_g11772 , temp_output_178_0_g11772); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON @@ -2718,8 +2741,14 @@ Shader "Sprite Shaders Ultimate/Additive SSU" float2 staticSwitch157_g11800 = float2( 0,0 ); #endif float2 temp_output_131_0_g11800 = ( staticSwitch157_g11800 + temp_output_7_0_g11800 ); - float2 appendResult2_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11800 = ( 100.0 / appendResult2_g11802 ); + float2 appendResult10_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11802 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11802 = appendResult2_g11802; + #else + float2 staticSwitch9_g11802 = ( float2( 100,100 ) / appendResult10_g11802 ); + #endif + float2 temp_output_25_0_g11800 = staticSwitch9_g11802; float lerpResult168_g11800 = lerp( temp_output_15_0_g11800.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11800 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11800 = ( temp_output_182_0_g11800 * lerpResult168_g11800 ); @@ -3230,8 +3259,14 @@ Shader "Sprite Shaders Ultimate/Additive SSU" #ifdef _ENABLESHADOW_ON float4 break4_g11895 = temp_output_2_0_g11893; float3 appendResult5_g11895 = (float3(break4_g11895.r , break4_g11895.g , break4_g11895.b)); - float2 appendResult2_g11894 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11893 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11894 ) * _ShadowOffset ) ) ).a ))); + float2 appendResult10_g11894 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11894 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11894 = appendResult2_g11894; + #else + float2 staticSwitch9_g11894 = ( float2( 100,100 ) / appendResult10_g11894 ); + #endif + float4 appendResult85_g11893 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11894 * _ShadowOffset ) ) ).a ))); float4 break6_g11895 = appendResult85_g11893; float3 appendResult7_g11895 = (float3(break6_g11895.r , break6_g11895.g , break6_g11895.b)); float temp_output_11_0_g11895 = ( ( 1.0 - break4_g11895.a ) * break6_g11895.a ); @@ -3296,246 +3331,238 @@ Shader "Sprite Shaders Ultimate/Additive SSU" Fallback Off } /*ASEBEGIN -Version=19801 -Node;AmplifyShaderEditor.TemplateShaderPropertyNode;30;1182.59,1001.108;Inherit;False;0;0;_MainTex;Shader;False;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.RelayNode;105;1425.709,1004.581;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 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PublicKeyToken=null;340;6010.595,-19.64009;Inherit;False;BakingHandler;6;;11904;f63dfe0dc7c747c43b593d357b168fa0;0;1;7;COLOR;0,0,0,0;False;1;COLOR;0 +Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;142;5362.269,308.0164;Inherit;False;Property;_UberFading;Uber Fading;15;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;14;6391.947,126.1744;Float;False;True;-1;2;SpriteShadersUltimate.SSUShaderGUI;0;10;Sprite Shaders Ultimate/Additive SSU;0f8ba0101102bb14ebf021ddadce9b49;True;SubShader 0 Pass 0;0;0;SubShader 0 Pass 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-WireConnection;449;0;469;0 WireConnection;375;0;373;3 WireConnection;375;1;373;4 +WireConnection;105;0;30;0 +WireConnection;449;1;460;0 +WireConnection;449;0;469;0 WireConnection;377;0;375;0 -WireConnection;433;0;434;0 -WireConnection;450;0;449;0 WireConnection;376;0;374;0 +WireConnection;157;0;105;0 +WireConnection;450;0;449;0 WireConnection;370;13;450;0 WireConnection;370;5;376;0 WireConnection;370;6;377;0 -WireConnection;436;0;433;0 -WireConnection;436;1;432;0 +WireConnection;438;0;157;0 WireConnection;366;1;450;0 WireConnection;366;0;370;0 -WireConnection;237;0;341;0 -WireConnection;437;1;435;0 -WireConnection;437;0;436;0 WireConnection;99;0;101;0 +WireConnection;432;0;438;0 WireConnection;475;0;366;0 -WireConnection;439;61;437;0 -WireConnection;439;3;441;0 +WireConnection;159;0;99;0 +WireConnection;434;0;435;0 +WireConnection;434;1;432;0 WireConnection;365;9;477;0 WireConnection;365;3;475;0 -WireConnection;159;0;99;0 -WireConnection;235;0;439;0 +WireConnection;433;0;434;0 WireConnection;84;0;365;0 WireConnection;79;195;253;0 WireConnection;79;160;84;0 WireConnection;79;194;184;0 +WireConnection;436;0;433;0 +WireConnection;436;1;432;0 WireConnection;83;1;84;0 WireConnection;83;0;79;174 WireConnection;81;182;254;0 WireConnection;81;160;83;0 WireConnection;81;181;188;0 -WireConnection;82;1;83;0 -WireConnection;82;0;81;174 -WireConnection;38;0;82;0 WireConnection;102;19;244;0 WireConnection;102;18;243;0 WireConnection;102;16;160;0 +WireConnection;471;1;147;0 +WireConnection;471;2;189;0 +WireConnection;356;1;471;0 +WireConnection;356;2;358;0 +WireConnection;437;1;435;0 +WireConnection;437;0;436;0 +WireConnection;82;1;83;0 +WireConnection;82;0;81;174 WireConnection;182;0;53;0 -WireConnection;52;77;255;0 -WireConnection;52;55;182;0 -WireConnection;52;76;173;0 -WireConnection;52;37;38;0 -WireConnection;52;39;174;0 WireConnection;154;0;102;0 WireConnection;152;0;102;15 WireConnection;292;1;122;0 WireConnection;292;2;204;0 -WireConnection;59;1;38;0 -WireConnection;59;0;52;0 WireConnection;231;27;261;0 WireConnection;231;22;122;0 WireConnection;231;18;228;0 @@ -3548,19 +3575,42 @@ WireConnection;223;1;122;0 WireConnection;223;16;219;0 WireConnection;223;18;208;0 WireConnection;223;20;210;0 -WireConnection;103;23;256;0 -WireConnection;103;13;155;0 -WireConnection;103;22;175;0 -WireConnection;103;3;153;0 -WireConnection;103;1;59;0 +WireConnection;354;1;471;0 +WireConnection;354;0;356;0 +WireConnection;439;61;437;0 +WireConnection;439;3;441;0 +WireConnection;38;0;82;0 +WireConnection;52;77;255;0 +WireConnection;52;55;182;0 +WireConnection;52;76;173;0 +WireConnection;52;37;38;0 +WireConnection;52;39;174;0 WireConnection;139;1;122;0 WireConnection;139;0;122;0 WireConnection;139;2;292;0 WireConnection;139;3;223;0 WireConnection;139;4;231;0 +WireConnection;191;0;354;0 +WireConnection;237;0;341;0 +WireConnection;235;0;439;0 +WireConnection;59;1;38;0 +WireConnection;59;0;52;0 +WireConnection;103;23;256;0 +WireConnection;103;13;155;0 +WireConnection;103;22;175;0 +WireConnection;103;3;153;0 +WireConnection;103;1;59;0 +WireConnection;123;0;139;0 +WireConnection;343;1;191;0 +WireConnection;343;6;179;0 +WireConnection;343;7;149;0 WireConnection;62;1;59;0 WireConnection;62;0;103;0 -WireConnection;123;0;139;0 +WireConnection;486;0;145;0 +WireConnection;239;10;240;0 +WireConnection;239;8;180;0 +WireConnection;239;7;148;0 +WireConnection;239;1;343;0 WireConnection;484;25;259;0 WireConnection;484;26;258;0 WireConnection;484;1;62;0 @@ -3569,46 +3619,10 @@ WireConnection;484;3;177;0 WireConnection;130;0;131;0 WireConnection;130;1;484;0 WireConnection;130;2;129;0 -WireConnection;145;1;484;0 -WireConnection;145;0;130;0 -WireConnection;145;2;130;0 -WireConnection;145;3;130;0 -WireConnection;145;4;130;0 -WireConnection;486;0;145;0 WireConnection;487;0;486;0 -WireConnection;488;0;487;0 -WireConnection;485;1;145;0 -WireConnection;485;0;488;0 WireConnection;378;13;485;0 WireConnection;378;2;380;0 WireConnection;378;3;381;0 -WireConnection;382;0;378;0 -WireConnection;382;1;380;0 -WireConnection;383;0;382;0 -WireConnection;383;1;381;0 -WireConnection;371;1;485;0 -WireConnection;371;0;383;0 -WireConnection;470;21;463;0 -WireConnection;470;17;452;0 -WireConnection;470;1;371;0 -WireConnection;470;2;442;0 -WireConnection;427;1;371;0 -WireConnection;427;0;470;0 -WireConnection;146;0;427;0 -WireConnection;471;1;147;0 -WireConnection;471;2;189;0 -WireConnection;356;1;471;0 -WireConnection;356;2;358;0 -WireConnection;354;1;471;0 -WireConnection;354;0;356;0 -WireConnection;191;0;354;0 -WireConnection;343;1;191;0 -WireConnection;343;6;179;0 -WireConnection;343;7;149;0 -WireConnection;239;10;240;0 -WireConnection;239;8;180;0 -WireConnection;239;7;148;0 -WireConnection;239;1;343;0 WireConnection;361;39;240;0 WireConnection;361;40;242;0 WireConnection;361;1;148;0 @@ -3618,6 +3632,14 @@ WireConnection;361;5;181;0 WireConnection;51;42;240;0 WireConnection;51;40;183;0 WireConnection;51;1;361;0 +WireConnection;145;1;484;0 +WireConnection;145;0;130;0 +WireConnection;145;2;130;0 +WireConnection;145;3;130;0 +WireConnection;145;4;130;0 +WireConnection;488;0;487;0 +WireConnection;382;0;378;0 +WireConnection;382;1;380;0 WireConnection;56;1;361;0 WireConnection;56;0;51;0 WireConnection;104;34;244;0 @@ -3626,19 +3648,32 @@ WireConnection;104;33;163;0 WireConnection;104;29;162;0 WireConnection;104;1;56;0 WireConnection;164;0;79;0 +WireConnection;485;1;145;0 +WireConnection;485;0;488;0 +WireConnection;383;0;382;0 +WireConnection;383;1;381;0 WireConnection;57;1;56;0 WireConnection;57;0;104;0 +WireConnection;167;0;81;0 +WireConnection;371;1;485;0 +WireConnection;371;0;383;0 +WireConnection;470;21;463;0 +WireConnection;470;17;452;0 +WireConnection;470;1;371;0 +WireConnection;470;2;442;0 WireConnection;473;40;247;0 WireConnection;473;41;246;0 WireConnection;473;3;57;0 WireConnection;473;37;171;0 -WireConnection;167;0;81;0 WireConnection;78;1;473;0 WireConnection;78;2;166;0 +WireConnection;427;1;371;0 +WireConnection;427;0;470;0 WireConnection;77;1;473;0 WireConnection;77;0;78;0 WireConnection;76;1;77;0 WireConnection;76;2;168;0 +WireConnection;146;0;427;0 WireConnection;75;1;77;0 WireConnection;75;0;76;0 WireConnection;248;18;249;0 @@ -3680,4 +3715,4 @@ WireConnection;142;4;121;0 WireConnection;14;0;340;0 WireConnection;14;1;142;0 ASEEND*/ -//CHKSM=283BF823D09CF73D79C482F21EFEF0B3F701B397 +//CHKSM=06FBA776B40976878AA9B8B3CB7FA33E09F1B597 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader.meta index 7db0554f..cd4bc731 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader.meta @@ -11,15 +11,20 @@ ShaderImporter: - _AddColorMask: {instanceID: 0} - _RecolorRGBTexture: {instanceID: 0} - _RecolorRGBYCPTexture: {instanceID: 0} - - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} - _AddHueMask: {instanceID: 0} - _SineGlowMask: {instanceID: 0} - _MetalMask: {instanceID: 0} - _ShineMask: {instanceID: 0} - - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} - - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} - _UVDistortMask: {instanceID: 0} - _CustomFadeFadeMask: {instanceID: 0} - _texcoord: {instanceID: 0} @@ -27,3 +32,10 @@ ShaderImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader index e34c59b2..60fbf8ac 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader @@ -1,4 +1,4 @@ -// Made with Amplify Shader Editor v1.9.8.1 +// Made with Amplify Shader Editor v1.9.9.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/GUI SSU" { @@ -14,517 +14,519 @@ Shader "Sprite Shaders Ultimate/GUI SSU" _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 + _CullMode ("Cull Mode", Float) = 0 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 - [Toggle(_ISTEXT_ON)] _IsText("Is Text", Float) = 0 - [Toggle(_ISTEXTMESHPRO_ON)] _IsTextMeshPro("Is Text Mesh Pro", Float) = 0 - _TMPThickness("TMP: Thickness", Range( -0.99 , 0)) = -0.45 - _TMPSmoothness("TMP: Smoothness", Float) = 5 - [HideInInspector]_UIVertexColorAlwaysGammaSpace("UIVertexColorAlwaysGammaSpace", Int) = 0 - [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 - [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 - [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 - [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 - _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) - [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 - [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 - [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 - _PixelsPerUnit("Pixels Per Unit", Float) = 100 - _ScreenWidthUnits("Screen Width Units", Float) = 10 - _RectWidth("Rect Width", Float) = 100 - _RectHeight("Rect Height", Float) = 100 - [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 - _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 - _FadingPosition("Fading: Position", Vector) = (0,0,0,0) - _FadingWidth("Fading: Width", Float) = 0.3 - _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 - _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) - _FadingMask("Fading: Mask", 2D) = "white" {} - [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 - [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 - _TimeValue("Time: Value", Float) = 0 - [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 - _TimeSpeed("Time: Speed", Float) = 1 - [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 - _TimeFPS("Time: FPS", Float) = 5 - [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 - _TimeFrequency("Time: Frequency", Float) = 2 - _TimeRange("Time: Range", Float) = 0.5 - _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} - [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 - _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 - [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) - [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 - _StrongTintContrast("Strong Tint: Contrast", Float) = 0 - [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 - _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} - [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 - _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 - [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) - [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 - _AddColorContrast("Add Color: Contrast", Float) = 0.5 - [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 - _AddColorMask("Add Color: Mask", 2D) = "white" {} - [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 - _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) - _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 - [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 - _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 - _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) - _ShadowColor("Shadow: Color", Color) = (0,0,0,0) - [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 - _Brightness("Brightness", Float) = 1 - [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 - _Contrast("Contrast", Float) = 1 - [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 - _Saturation("Saturation", Float) = 1 - [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 - _Hue("Hue", Range( -1 , 1)) = 0 - [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 - _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 - _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} - [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 - _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 - _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} - [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 - _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) - _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 - [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 - _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) - _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 - _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} - _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 - _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) - _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 - [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 - _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) - _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 - _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} - _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 - _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) - _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 - _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 - [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 - _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} - _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 - _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 - _AddHueSpeed("Add Hue: Speed", Float) = 1 - _AddHueBrightness("Add Hue: Brightness", Float) = 2 - _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 - _AddHueContrast("Add Hue: Contrast", Float) = 0.5 - [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 - _AddHueMask("Add Hue: Mask", 2D) = "white" {} - [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 - _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) - [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) - _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 - _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 - [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 - _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 - [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 - _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 - [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) - _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 - _InkSpreadDistance("Ink Spread: Distance", Float) = 3 - _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) - _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 - _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) - _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 - [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 - _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) - _BlackTintPower("Black Tint: Power", Float) = 4 - [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 - _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) - _SineGlowContrast("Sine Glow: Contrast", Float) = 1 - _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 - _SineGlowMin("Sine Glow: Min", Float) = 0 - _SineGlowMax("Sine Glow: Max", Float) = 1 - [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 - _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} - [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 - _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 - [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) - [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) - _SplitToningContrast("Split Toning: Contrast", Float) = 1 - _SplitToningBalance("Split Toning: Balance", Float) = 1 - _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 - [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 - _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 - _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) - [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) - _ColorReplaceRange("Color Replace: Range", Float) = 0.05 - _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 - _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 - [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 - _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 - [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 - _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 - [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) - _HologramContrast("Hologram: Contrast", Float) = 1 - _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 - _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 - _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 - _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 - _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 - _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 - _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 - _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 - [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 - _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 - _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 - _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) - _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) - _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 - _GlitchBrightness("Glitch: Brightness", Float) = 4 - _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) - _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) - _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) - _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) - _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) - [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 - _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 - [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) - _FrozenContrast("Frozen: Contrast", Float) = 2 - [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) - _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 - _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 - _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) - [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) - _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 - _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 - _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) - _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) - _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) - _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 - _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 - _RainbowBrightness("Rainbow: Brightness", Float) = 2 - _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 - _RainbowContrast("Rainbow: Contrast", Float) = 1 - _RainbowSpeed("Rainbow: Speed", Float) = 1 - _RainbowDensity("Rainbow: Density", Float) = 0.5 - _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) - _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) - _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 - [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 - _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 - _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) - _CamouflageContrast("Camouflage: Contrast", Float) = 1 - _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) - _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) - _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) - _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) - [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 - _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 - _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 - [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) - _MetalContrast("Metal: Contrast", Float) = 2 - [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) - _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 - _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 - _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) - _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) - _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) - _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) - [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 - [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} - [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 - _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 - [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) - _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 - _ShineContrast("Shine: Contrast", Float) = 2 - _ShineWidth("Shine: Width", Float) = 0.1 - _ShineSpeed("Shine: Speed", Float) = 5 - _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 - _ShineSmooth("Shine: Smoothness", Float) = 1 - _ShineFrequency("Shine: Frequency", Float) = 0.3 - [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 - [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} - [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 - _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 - _BurnPosition("Burn: Position", Vector) = (0,5,0,0) - _BurnRadius("Burn: Radius", Float) = 5 - [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) - _BurnWidth("Burn: Width", Float) = 0.1 - _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) - _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 - [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) - _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 - [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) - _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 - _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) - _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 - _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 - _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 - [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) - _PoisonDensity("Poison: Density", Float) = 3 - _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 - _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 - _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 - _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) - _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) - [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 - _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 - _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) - _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) - _EnchantedBrightness("Enchanted: Brightness", Float) = 1 - _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 - _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 - [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 - _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 - _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 - _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 - [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) - [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) - [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 - [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 - _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 - _ShiftingSpeed("Shifting: Speed", Float) = 0.5 - _ShiftingDensity("Shifting: Density", Float) = 1.5 - _ShiftingBrightness("Shifting: Brightness", Float) = 1 - _ShiftingContrast("Shifting: Contrast", Float) = 0.5 - [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 - _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 - [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) - [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) - [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 - _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 - _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} - [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) - _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 - _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 - _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 - _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 - _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 - _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 - _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 - _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 - _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 - _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} - [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) - _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 - _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 - _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 - _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 - _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 - _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 - _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 - _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 - _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 - _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 - _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 - [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 - _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 - _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) - _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 - _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 - [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 - _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 - _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) - _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 - [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 - [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 - _HalftoneFade("Halftone: Fade", Float) = 1 - _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) - _HalftoneTiling("Halftone: Tiling", Float) = 4 - _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 - [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 - _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 - _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 - _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 - _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) - _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 - _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 - _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 - [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) - _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 - _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 - _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 - _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 - _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 - _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 - _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) - _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 - _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) - [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 - [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 - _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 - _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) - _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 - _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 - _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 - _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 - [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 - _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 - _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) - _SqueezePower("Squeeze: Power", Float) = 1 - _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 - _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 - _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) - _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) - _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) - _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 - [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} - [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 - _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) - [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 - _UVRotateSpeed("UV Rotate: Speed", Float) = 1 - _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 - _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 - _SineRotateAngle("Sine Rotate: Angle", Float) = 15 - _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 - _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 - _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 - _WiggleSpeed("Wiggle: Speed", Float) = 2 - _WiggleFrequency("Wiggle: Frequency", Float) = 2 - _WiggleOffset("Wiggle: Offset", Float) = 0.02 - [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 - [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 - _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) - _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 - _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 - _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) - _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) - [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 - _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 - _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 - _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 - _VibrateOffset("Vibrate: Offset", Float) = 0.04 - _VibrateFrequency("Vibrate: Frequency", Float) = 100 - _VibrateRotation("Vibrate: Rotation", Float) = 4 - [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 - _WindRotation("Wind: Rotation", Float) = 0 - _WindMaxRotation("Wind: Max Rotation", Float) = 2 - _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 - _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 - _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 - [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 - _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 - _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 - _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 - _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 - [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 - [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 - _WindXPosition("Wind: X Position", Float) = 0 - _WindFlip("Wind: Flip", Float) = 0 - [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 - _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 - _SquishStretch("Squish: Stretch", Float) = 0.1 - _SquishSquish("Squish: Squish", Float) = 0.1 - _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 - [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 - _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 - _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 - [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 - _FlameBrightness("Flame: Brightness", Float) = 10 - _FlameSmooth("Flame: Smooth", Float) = 2 - _FlameRadius("Flame: Radius", Float) = 0.2 - _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) - _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 - _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 - _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) - [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 - _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 - _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 - [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 - _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 - _SharpenFactor("Sharpen: Factor", Float) = 4 - _SharpenOffset("Sharpen: Offset", Float) = 2 - [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 - [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 - _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 - _SmokeSmoothness("Smoke: Smoothness", Float) = 1 - _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 - _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 - _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 - [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 - [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 - _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} - _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 - _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) - _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 - _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 - [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 - _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) - _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) - _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 - [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 - _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) - _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) - _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [Toggle( _ISTEXT_ON )] _IsText( "Is Text", Float ) = 0 + [Toggle( _ISTEXTMESHPRO_ON )] _IsTextMeshPro( "Is Text Mesh Pro", Float ) = 0 + _TMPThickness( "TMP: Thickness", Range( -0.99, 0 ) ) = -0.45 + _TMPSmoothness( "TMP: Smoothness", Float ) = 5 + [HideInInspector] _UIVertexColorAlwaysGammaSpace( "UIVertexColorAlwaysGammaSpace", Int ) = 0 + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 [HideInInspector] _texcoord( "", 2D ) = "white" {} } @@ -556,8 +558,8 @@ Shader "Sprite Shaders Ultimate/GUI SSU" Pass { Name "Default" - CGPROGRAM - #define ASE_VERSION 19801 + CGPROGRAM + #define ASE_VERSION 19905 #pragma vertex vert #pragma fragment frag @@ -570,9 +572,13 @@ Shader "Sprite Shaders Ultimate/GUI SSU" #pragma multi_compile_local _ UNITY_UI_ALPHACLIP #include "UnityShaderVariables.cginc" + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON @@ -1852,7 +1858,7 @@ Shader "Sprite Shaders Ultimate/GUI SSU" float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); - float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) ))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; @@ -2057,7 +2063,7 @@ Shader "Sprite Shaders Ultimate/GUI SSU" float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); - float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) ))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; @@ -2215,9 +2221,15 @@ Shader "Sprite Shaders Ultimate/GUI SSU" float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g12895 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g12895 = MyCustomExpression16_g12895( linValue16_g12895 ); - float2 appendResult2_g12893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult10_g12893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g12893 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g12893 = appendResult2_g12893; + #else + float2 staticSwitch9_g12893 = ( float2( 100,100 ) / appendResult10_g12893 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g12892 = (float2(( ( ( clampResult75_g12892 * ( localMyCustomExpression16_g12895 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g12893 ).x ) * hologramFade182 ) , 0.0)); + float2 appendResult44_g12892 = (float2(( ( ( clampResult75_g12892 * ( localMyCustomExpression16_g12895 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g12893.x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g12892 ); #else float2 staticSwitch59 = staticSwitch82; @@ -2241,7 +2253,13 @@ Shader "Sprite Shaders Ultimate/GUI SSU" float linValue16_g12913 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g12903 + ( _UVDistortSpeed * temp_output_25_0_g12903 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g12913 = MyCustomExpression16_g12913( linValue16_g12913 ); float2 lerpResult21_g12910 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g12913); - float2 appendResult2_g12912 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult10_g12912 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g12912 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g12912 = appendResult2_g12912; + #else + float2 staticSwitch9_g12912 = ( float2( 100,100 ) / appendResult10_g12912 ); + #endif float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g12911 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON @@ -2249,7 +2267,7 @@ Shader "Sprite Shaders Ultimate/GUI SSU" #else float staticSwitch29_g12910 = _UVDistortFade; #endif - float2 staticSwitch5_g12903 = ( temp_output_1_0_g12903 + ( lerpResult21_g12910 * ( 100.0 / appendResult2_g12912 ) * staticSwitch29_g12910 ) ); + float2 staticSwitch5_g12903 = ( temp_output_1_0_g12903 + ( lerpResult21_g12910 * staticSwitch9_g12912 * staticSwitch29_g12910 ) ); #else float2 staticSwitch5_g12903 = temp_output_1_0_g12903; #endif @@ -2359,7 +2377,7 @@ Shader "Sprite Shaders Ultimate/GUI SSU" float2 break10_g12915 = float2( 1,1 ); float2 break9_g12915 = spriteRectMin376; float2 break8_g12915 = spriteRectMax377; - float2 appendResult15_g12915 = (float2((break9_g12915.x + (break14_g12915.x - break11_g12915.x) * (break8_g12915.x - break9_g12915.x) / (break10_g12915.x - break11_g12915.x)) , (break9_g12915.y + (break14_g12915.y - break11_g12915.y) * (break8_g12915.y - break9_g12915.y) / (break10_g12915.y - break11_g12915.y)))); + float2 appendResult15_g12915 = (float2( (break9_g12915.x + ( break14_g12915.x - break11_g12915.x ) * ( break8_g12915.x - break9_g12915.x ) / ( break10_g12915.x - break11_g12915.x ) ) , (break9_g12915.y + ( break14_g12915.y - break11_g12915.y ) * ( break8_g12915.y - break9_g12915.y ) / ( break10_g12915.y - break11_g12915.y ) ))); float2 staticSwitch371 = min( max( appendResult15_g12915 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; @@ -2749,8 +2767,14 @@ Shader "Sprite Shaders Ultimate/GUI SSU" float2 staticSwitch169_g13113 = float2( 0,0 ); #endif float2 temp_output_131_0_g13113 = ( staticSwitch169_g13113 + temp_output_7_0_g13113 ); - float2 appendResult2_g13114 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g13113 = ( 100.0 / appendResult2_g13114 ); + float2 appendResult10_g13114 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g13114 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g13114 = appendResult2_g13114; + #else + float2 staticSwitch9_g13114 = ( float2( 100,100 ) / appendResult10_g13114 ); + #endif + float2 temp_output_25_0_g13113 = staticSwitch9_g13114; float temp_output_178_0_g13113 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13113 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) ) ); float3 lerpResult176_g13113 = lerp( (temp_output_15_0_g13113).rgb , staticSwitch187_g13113 , temp_output_178_0_g13113); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON @@ -2789,8 +2813,14 @@ Shader "Sprite Shaders Ultimate/GUI SSU" float2 staticSwitch157_g13141 = float2( 0,0 ); #endif float2 temp_output_131_0_g13141 = ( staticSwitch157_g13141 + temp_output_7_0_g13141 ); - float2 appendResult2_g13143 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g13141 = ( 100.0 / appendResult2_g13143 ); + float2 appendResult10_g13143 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g13143 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g13143 = appendResult2_g13143; + #else + float2 staticSwitch9_g13143 = ( float2( 100,100 ) / appendResult10_g13143 ); + #endif + float2 temp_output_25_0_g13141 = staticSwitch9_g13143; float lerpResult168_g13141 = lerp( temp_output_15_0_g13141.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13141 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g13141 = ( temp_output_182_0_g13141 * lerpResult168_g13141 ); @@ -3301,8 +3331,14 @@ Shader "Sprite Shaders Ultimate/GUI SSU" #ifdef _ENABLESHADOW_ON float4 break4_g13236 = temp_output_2_0_g13234; float3 appendResult5_g13236 = (float3(break4_g13236.r , break4_g13236.g , break4_g13236.b)); - float2 appendResult2_g13235 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g13234 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g13235 ) * _ShadowOffset ) ) ).a ))); + float2 appendResult10_g13235 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g13235 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g13235 = appendResult2_g13235; + #else + float2 staticSwitch9_g13235 = ( float2( 100,100 ) / appendResult10_g13235 ); + #endif + float4 appendResult85_g13234 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g13235 * _ShadowOffset ) ) ).a ))); float4 break6_g13236 = appendResult85_g13234; float3 appendResult7_g13236 = (float3(break6_g13236.r , break6_g13236.g , break6_g13236.b)); float temp_output_11_0_g13236 = ( ( 1.0 - break4_g13236.a ) * break6_g13236.a ); @@ -3381,256 +3417,249 @@ Shader "Sprite Shaders Ultimate/GUI SSU" Fallback Off } /*ASEBEGIN -Version=19801 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WireConnection;482;12;411;0 WireConnection;460;0;482;0 -WireConnection;438;0;157;0 WireConnection;469;1;460;0 WireConnection;469;2;411;0 -WireConnection;432;0;438;0 -WireConnection;434;0;435;0 -WireConnection;434;1;432;0 WireConnection;374;0;373;1 WireConnection;374;1;373;2 -WireConnection;449;1;460;0 -WireConnection;449;0;469;0 WireConnection;375;0;373;3 WireConnection;375;1;373;4 +WireConnection;105;0;30;0 +WireConnection;449;1;460;0 +WireConnection;449;0;469;0 WireConnection;377;0;375;0 -WireConnection;433;0;434;0 -WireConnection;450;0;449;0 WireConnection;376;0;374;0 +WireConnection;157;0;105;0 +WireConnection;450;0;449;0 WireConnection;370;13;450;0 WireConnection;370;5;376;0 WireConnection;370;6;377;0 -WireConnection;436;0;433;0 -WireConnection;436;1;432;0 +WireConnection;438;0;157;0 WireConnection;366;1;450;0 WireConnection;366;0;370;0 -WireConnection;237;0;341;0 -WireConnection;437;1;435;0 -WireConnection;437;0;436;0 WireConnection;99;0;101;0 +WireConnection;432;0;438;0 WireConnection;475;0;366;0 -WireConnection;439;61;437;0 -WireConnection;439;3;441;0 +WireConnection;159;0;99;0 +WireConnection;434;0;435;0 +WireConnection;434;1;432;0 WireConnection;365;9;477;0 WireConnection;365;3;475;0 -WireConnection;159;0;99;0 -WireConnection;235;0;439;0 +WireConnection;513;3;509;0 +WireConnection;433;0;434;0 WireConnection;84;0;365;0 WireConnection;79;195;253;0 WireConnection;79;160;84;0 WireConnection;79;194;184;0 +WireConnection;471;1;147;0 +WireConnection;471;2;189;0 +WireConnection;514;0;513;0 +WireConnection;436;0;433;0 +WireConnection;436;1;432;0 WireConnection;83;1;84;0 WireConnection;83;0;79;174 WireConnection;81;182;254;0 WireConnection;81;160;83;0 WireConnection;81;181;188;0 -WireConnection;82;1;83;0 -WireConnection;82;0;81;174 WireConnection;102;19;244;0 WireConnection;102;18;243;0 WireConnection;102;16;160;0 -WireConnection;38;0;82;0 +WireConnection;494;1;471;0 +WireConnection;356;1;494;0 +WireConnection;356;2;514;0 +WireConnection;437;1;435;0 +WireConnection;437;0;436;0 +WireConnection;82;1;83;0 +WireConnection;82;0;81;174 WireConnection;182;0;53;0 WireConnection;152;0;102;15 WireConnection;154;0;102;0 -WireConnection;507;77;255;0 -WireConnection;507;55;182;0 -WireConnection;507;76;173;0 -WireConnection;507;37;38;0 -WireConnection;507;39;174;0 -WireConnection;507;81;499;0 -WireConnection;507;79;500;2 WireConnection;292;1;122;0 WireConnection;292;2;204;0 -WireConnection;59;1;38;0 -WireConnection;59;0;507;0 WireConnection;223;21;261;0 WireConnection;223;1;122;0 WireConnection;223;16;219;0 @@ -3643,19 +3672,44 @@ WireConnection;231;25;208;0 WireConnection;231;23;229;0 WireConnection;231;21;210;0 WireConnection;231;26;230;0 -WireConnection;103;23;256;0 -WireConnection;103;13;155;0 -WireConnection;103;22;175;0 -WireConnection;103;3;153;0 -WireConnection;103;1;59;0 +WireConnection;354;1;494;0 +WireConnection;354;0;356;0 +WireConnection;439;61;437;0 +WireConnection;439;3;441;0 +WireConnection;38;0;82;0 +WireConnection;507;77;255;0 +WireConnection;507;55;182;0 +WireConnection;507;76;173;0 +WireConnection;507;37;38;0 +WireConnection;507;39;174;0 +WireConnection;507;81;499;0 +WireConnection;507;79;500;2 WireConnection;139;1;122;0 WireConnection;139;0;122;0 WireConnection;139;2;292;0 WireConnection;139;3;223;0 WireConnection;139;4;231;0 +WireConnection;191;0;354;0 +WireConnection;237;0;341;0 +WireConnection;235;0;439;0 +WireConnection;59;1;38;0 +WireConnection;59;0;507;0 +WireConnection;103;23;256;0 +WireConnection;103;13;155;0 +WireConnection;103;22;175;0 +WireConnection;103;3;153;0 +WireConnection;103;1;59;0 +WireConnection;123;0;139;0 +WireConnection;343;1;191;0 +WireConnection;343;6;179;0 +WireConnection;343;7;149;0 WireConnection;62;1;59;0 WireConnection;62;0;103;0 -WireConnection;123;0;139;0 +WireConnection;486;0;145;0 +WireConnection;239;10;240;0 +WireConnection;239;8;180;0 +WireConnection;239;7;148;0 +WireConnection;239;1;343;0 WireConnection;484;25;259;0 WireConnection;484;26;258;0 WireConnection;484;1;62;0 @@ -3664,49 +3718,10 @@ WireConnection;484;3;177;0 WireConnection;130;0;131;0 WireConnection;130;1;484;0 WireConnection;130;2;129;0 -WireConnection;145;1;484;0 -WireConnection;145;0;130;0 -WireConnection;145;2;130;0 -WireConnection;145;3;130;0 -WireConnection;145;4;130;0 -WireConnection;486;0;145;0 WireConnection;487;0;486;0 -WireConnection;488;0;487;0 -WireConnection;485;1;145;0 -WireConnection;485;0;488;0 WireConnection;378;13;485;0 WireConnection;378;2;380;0 WireConnection;378;3;381;0 -WireConnection;382;0;378;0 -WireConnection;382;1;380;0 -WireConnection;383;0;382;0 -WireConnection;383;1;381;0 -WireConnection;371;1;485;0 -WireConnection;371;0;383;0 -WireConnection;470;21;463;0 -WireConnection;470;17;452;0 -WireConnection;470;1;371;0 -WireConnection;470;2;442;0 -WireConnection;427;1;371;0 -WireConnection;427;0;470;0 -WireConnection;146;0;427;0 -WireConnection;471;1;147;0 -WireConnection;471;2;189;0 -WireConnection;513;3;509;0 -WireConnection;494;1;471;0 -WireConnection;514;0;513;0 -WireConnection;356;1;494;0 -WireConnection;356;2;514;0 -WireConnection;354;1;494;0 -WireConnection;354;0;356;0 -WireConnection;191;0;354;0 -WireConnection;343;1;191;0 -WireConnection;343;6;179;0 -WireConnection;343;7;149;0 -WireConnection;239;10;240;0 -WireConnection;239;8;180;0 -WireConnection;239;7;148;0 -WireConnection;239;1;343;0 WireConnection;361;39;240;0 WireConnection;361;40;242;0 WireConnection;361;1;148;0 @@ -3718,6 +3733,14 @@ WireConnection;508;40;183;0 WireConnection;508;1;361;0 WireConnection;508;43;502;2 WireConnection;508;44;501;0 +WireConnection;145;1;484;0 +WireConnection;145;0;130;0 +WireConnection;145;2;130;0 +WireConnection;145;3;130;0 +WireConnection;145;4;130;0 +WireConnection;488;0;487;0 +WireConnection;382;0;378;0 +WireConnection;382;1;380;0 WireConnection;56;1;361;0 WireConnection;56;0;508;0 WireConnection;104;34;244;0 @@ -3725,20 +3748,33 @@ WireConnection;104;31;161;0 WireConnection;104;33;163;0 WireConnection;104;29;162;0 WireConnection;104;1;56;0 +WireConnection;164;0;79;0 +WireConnection;485;1;145;0 +WireConnection;485;0;488;0 +WireConnection;383;0;382;0 +WireConnection;383;1;381;0 WireConnection;57;1;56;0 WireConnection;57;0;104;0 -WireConnection;164;0;79;0 +WireConnection;167;0;81;0 +WireConnection;371;1;485;0 +WireConnection;371;0;383;0 +WireConnection;470;21;463;0 +WireConnection;470;17;452;0 +WireConnection;470;1;371;0 +WireConnection;470;2;442;0 WireConnection;473;40;247;0 WireConnection;473;41;246;0 WireConnection;473;3;57;0 WireConnection;473;37;171;0 -WireConnection;167;0;81;0 WireConnection;78;1;473;0 WireConnection;78;2;166;0 +WireConnection;427;1;371;0 +WireConnection;427;0;470;0 WireConnection;77;1;473;0 WireConnection;77;0;78;0 WireConnection;76;1;77;0 WireConnection;76;2;168;0 +WireConnection;146;0;427;0 WireConnection;75;1;77;0 WireConnection;75;0;76;0 WireConnection;248;18;249;0 @@ -3754,12 +3790,12 @@ WireConnection;199;82;200;0 WireConnection;199;1;476;0 WireConnection;353;1;344;0 WireConnection;353;2;515;0 +WireConnection;511;1;194;0 +WireConnection;511;2;516;0 WireConnection;198;1;200;0 WireConnection;198;0;199;0 WireConnection;342;1;353;0 WireConnection;342;0;344;0 -WireConnection;511;1;194;0 -WireConnection;511;2;516;0 WireConnection;125;0;511;0 WireConnection;125;1;342;0 WireConnection;125;2;124;0 @@ -3781,4 +3817,4 @@ WireConnection;142;4;121;0 WireConnection;489;0;340;0 WireConnection;489;1;142;0 ASEEND*/ -//CHKSM=60A092F9518D41FAAE9D7ED6EAE5DEE12DACD2A4 +//CHKSM=63D3A94177976A01DBD4C633273F1070E673EC76 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader.meta index 27c03093..fe443eeb 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader.meta @@ -10,15 +10,20 @@ ShaderImporter: - _AddColorMask: {instanceID: 0} - _RecolorRGBTexture: {instanceID: 0} - _RecolorRGBYCPTexture: {instanceID: 0} - - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} - _AddHueMask: {instanceID: 0} - _SineGlowMask: {instanceID: 0} - _MetalMask: {instanceID: 0} - _ShineMask: {instanceID: 0} - - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} - - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} - _UVDistortMask: {instanceID: 0} - _CustomFadeFadeMask: {instanceID: 0} - _texcoord: {instanceID: 0} @@ -26,3 +31,10 @@ ShaderImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader index d8aaf455..e1942427 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader @@ -1,4 +1,4 @@ -// Made with Amplify Shader Editor v1.9.8.1 +// Made with Amplify Shader Editor v1.9.9.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/Multiplicative SSU" { @@ -8,509 +8,510 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} - [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 - [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 - [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 - [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 - _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) - [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 - [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 - [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 - _PixelsPerUnit("Pixels Per Unit", Float) = 100 - _ScreenWidthUnits("Screen Width Units", Float) = 10 - _RectWidth("Rect Width", Float) = 100 - _RectHeight("Rect Height", Float) = 100 - [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 - _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 - _FadingPosition("Fading: Position", Vector) = (0,0,0,0) - _FadingWidth("Fading: Width", Float) = 0.3 - _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 - _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) - _FadingMask("Fading: Mask", 2D) = "white" {} - [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 - [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 - _TimeValue("Time: Value", Float) = 0 - [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 - _TimeSpeed("Time: Speed", Float) = 1 - [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 - _TimeFPS("Time: FPS", Float) = 5 - [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 - _TimeFrequency("Time: Frequency", Float) = 2 - _TimeRange("Time: Range", Float) = 0.5 - _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} - [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 - _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 - [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) - [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 - _StrongTintContrast("Strong Tint: Contrast", Float) = 0 - [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 - _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} - [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 - _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 - [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) - [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 - _AddColorContrast("Add Color: Contrast", Float) = 0.5 - [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 - _AddColorMask("Add Color: Mask", 2D) = "white" {} - [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 - _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) - _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 - [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 - _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 - _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) - _ShadowColor("Shadow: Color", Color) = (0,0,0,0) - [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 - _Brightness("Brightness", Float) = 1 - [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 - _Contrast("Contrast", Float) = 1 - [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 - _Saturation("Saturation", Float) = 1 - [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 - _Hue("Hue", Range( -1 , 1)) = 0 - [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 - _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 - _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} - [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 - _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 - _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} - [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 - _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) - _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 - [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 - _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) - _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 - _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} - _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 - _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) - _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 - [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 - _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) - _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 - _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} - _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 - _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) - _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 - _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 - [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 - _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} - _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 - _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 - _AddHueSpeed("Add Hue: Speed", Float) = 1 - _AddHueBrightness("Add Hue: Brightness", Float) = 2 - _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 - _AddHueContrast("Add Hue: Contrast", Float) = 0.5 - [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 - _AddHueMask("Add Hue: Mask", 2D) = "white" {} - [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 - _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) - [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) - _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 - _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 - [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 - _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 - [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 - _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 - [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) - _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 - _InkSpreadDistance("Ink Spread: Distance", Float) = 3 - _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) - _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 - _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) - _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 - [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 - _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) - _BlackTintPower("Black Tint: Power", Float) = 4 - [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 - _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) - _SineGlowContrast("Sine Glow: Contrast", Float) = 1 - _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 - _SineGlowMin("Sine Glow: Min", Float) = 0 - _SineGlowMax("Sine Glow: Max", Float) = 1 - [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 - _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} - [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 - _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 - [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) - [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) - _SplitToningContrast("Split Toning: Contrast", Float) = 1 - _SplitToningBalance("Split Toning: Balance", Float) = 1 - _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 - [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 - _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 - _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) - [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) - _ColorReplaceRange("Color Replace: Range", Float) = 0.05 - _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 - _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 - [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 - _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 - [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 - _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 - [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) - _HologramContrast("Hologram: Contrast", Float) = 1 - _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 - _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 - _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 - _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 - _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 - _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 - _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 - _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 - [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 - _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 - _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 - _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) - _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) - _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 - _GlitchBrightness("Glitch: Brightness", Float) = 4 - _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) - _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) - _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) - _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) - _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) - [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 - _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 - [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) - _FrozenContrast("Frozen: Contrast", Float) = 2 - [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) - _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 - _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 - _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) - [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) - _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 - _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 - _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) - _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) - _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) - _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 - _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 - _RainbowBrightness("Rainbow: Brightness", Float) = 2 - _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 - _RainbowContrast("Rainbow: Contrast", Float) = 1 - _RainbowSpeed("Rainbow: Speed", Float) = 1 - _RainbowDensity("Rainbow: Density", Float) = 0.5 - _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) - _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) - _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 - [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 - _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 - _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) - _CamouflageContrast("Camouflage: Contrast", Float) = 1 - _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) - _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) - _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) - _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) - [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 - _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 - _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 - [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) - _MetalContrast("Metal: Contrast", Float) = 2 - [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) - _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 - _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 - _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) - _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) - _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) - _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) - [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 - [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} - [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 - _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 - [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) - _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 - _ShineContrast("Shine: Contrast", Float) = 2 - _ShineWidth("Shine: Width", Float) = 0.1 - _ShineSpeed("Shine: Speed", Float) = 5 - _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 - _ShineSmooth("Shine: Smoothness", Float) = 1 - _ShineFrequency("Shine: Frequency", Float) = 0.3 - [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 - [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} - [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 - _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 - _BurnPosition("Burn: Position", Vector) = (0,5,0,0) - _BurnRadius("Burn: Radius", Float) = 5 - [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) - _BurnWidth("Burn: Width", Float) = 0.1 - _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) - _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 - [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) - _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 - [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) - _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 - _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) - _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 - _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 - _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 - [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) - _PoisonDensity("Poison: Density", Float) = 3 - _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 - _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 - _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 - _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) - _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) - [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 - _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 - _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) - _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) - _EnchantedBrightness("Enchanted: Brightness", Float) = 1 - _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 - _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 - [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 - _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 - _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 - _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 - [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) - [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) - [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 - [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 - _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 - _ShiftingSpeed("Shifting: Speed", Float) = 0.5 - _ShiftingDensity("Shifting: Density", Float) = 1.5 - _ShiftingBrightness("Shifting: Brightness", Float) = 1 - _ShiftingContrast("Shifting: Contrast", Float) = 0.5 - [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 - _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 - [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) - [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) - [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 - _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 - _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} - [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) - _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 - _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 - _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 - _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 - _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 - _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 - _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 - _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 - _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 - _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} - [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) - _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 - _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 - _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 - _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 - _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 - _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 - _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 - _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 - _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 - _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 - _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 - [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 - _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 - _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) - _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 - _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 - [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 - _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 - _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) - _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 - [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 - [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 - _HalftoneFade("Halftone: Fade", Float) = 1 - _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) - _HalftoneTiling("Halftone: Tiling", Float) = 4 - _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 - [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 - _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 - _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 - _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 - _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) - _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 - _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 - _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 - [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) - _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 - _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 - _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 - _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 - _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 - _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 - _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) - _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 - _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) - [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 - [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 - _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 - _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) - _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 - _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 - _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 - _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 - [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 - _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 - _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) - _SqueezePower("Squeeze: Power", Float) = 1 - _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 - _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 - _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) - _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) - _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) - _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 - [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} - [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 - _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) - [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 - _UVRotateSpeed("UV Rotate: Speed", Float) = 1 - _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 - _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 - _SineRotateAngle("Sine Rotate: Angle", Float) = 15 - _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 - _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 - _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 - _WiggleSpeed("Wiggle: Speed", Float) = 2 - _WiggleFrequency("Wiggle: Frequency", Float) = 2 - _WiggleOffset("Wiggle: Offset", Float) = 0.02 - [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 - [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 - _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) - _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 - _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 - _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) - _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) - [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 - _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 - _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 - _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 - _VibrateOffset("Vibrate: Offset", Float) = 0.04 - _VibrateFrequency("Vibrate: Frequency", Float) = 100 - _VibrateRotation("Vibrate: Rotation", Float) = 4 - [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 - _WindRotation("Wind: Rotation", Float) = 0 - _WindMaxRotation("Wind: Max Rotation", Float) = 2 - _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 - _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 - _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 - [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 - _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 - _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 - _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 - _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 - [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 - [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 - _WindXPosition("Wind: X Position", Float) = 0 - _WindFlip("Wind: Flip", Float) = 0 - [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 - _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 - _SquishStretch("Squish: Stretch", Float) = 0.1 - _SquishSquish("Squish: Squish", Float) = 0.1 - _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 - [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 - _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 - _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 - [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 - _FlameBrightness("Flame: Brightness", Float) = 10 - _FlameSmooth("Flame: Smooth", Float) = 2 - _FlameRadius("Flame: Radius", Float) = 0.2 - _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) - _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 - _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 - _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) - [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 - _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 - _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 - [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 - _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 - _SharpenFactor("Sharpen: Factor", Float) = 4 - _SharpenOffset("Sharpen: Offset", Float) = 2 - [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 - [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 - _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 - _SmokeSmoothness("Smoke: Smoothness", Float) = 1 - _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 - _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 - _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 - [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 - [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 - _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} - _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 - _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) - _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 - _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 - [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 - _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) - _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) - _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 - [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 - _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) - _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) - _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 [HideInInspector] _texcoord( "", 2D ) = "white" {} } @@ -530,7 +531,7 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" Pass { CGPROGRAM - #define ASE_VERSION 19801 + #define ASE_VERSION 19905 #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) @@ -542,9 +543,13 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON @@ -1798,7 +1803,7 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); - float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; @@ -2005,7 +2010,7 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); - float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; @@ -2163,9 +2168,15 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11678 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678( linValue16_g11678 ); - float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult10_g11676 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11676 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11676 = appendResult2_g11676; + #else + float2 staticSwitch9_g11676 = ( float2( 100,100 ) / appendResult10_g11676 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11675 = (float2(( ( ( clampResult75_g11675 * ( localMyCustomExpression16_g11678 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676 ).x ) * hologramFade182 ) , 0.0)); + float2 appendResult44_g11675 = (float2(( ( ( clampResult75_g11675 * ( localMyCustomExpression16_g11678 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11676.x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11675 ); #else float2 staticSwitch59 = staticSwitch82; @@ -2189,7 +2200,13 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" float linValue16_g11731 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11721 + ( _UVDistortSpeed * temp_output_25_0_g11721 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11731 = MyCustomExpression16_g11731( linValue16_g11731 ); float2 lerpResult21_g11728 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11731); - float2 appendResult2_g11730 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult10_g11730 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11730 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11730 = appendResult2_g11730; + #else + float2 staticSwitch9_g11730 = ( float2( 100,100 ) / appendResult10_g11730 ); + #endif float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11729 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON @@ -2197,7 +2214,7 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" #else float staticSwitch29_g11728 = _UVDistortFade; #endif - float2 staticSwitch5_g11721 = ( temp_output_1_0_g11721 + ( lerpResult21_g11728 * ( 100.0 / appendResult2_g11730 ) * staticSwitch29_g11728 ) ); + float2 staticSwitch5_g11721 = ( temp_output_1_0_g11721 + ( lerpResult21_g11728 * staticSwitch9_g11730 * staticSwitch29_g11728 ) ); #else float2 staticSwitch5_g11721 = temp_output_1_0_g11721; #endif @@ -2307,7 +2324,7 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" float2 break10_g11733 = float2( 1,1 ); float2 break9_g11733 = spriteRectMin376; float2 break8_g11733 = spriteRectMax377; - float2 appendResult15_g11733 = (float2((break9_g11733.x + (break14_g11733.x - break11_g11733.x) * (break8_g11733.x - break9_g11733.x) / (break10_g11733.x - break11_g11733.x)) , (break9_g11733.y + (break14_g11733.y - break11_g11733.y) * (break8_g11733.y - break9_g11733.y) / (break10_g11733.y - break11_g11733.y)))); + float2 appendResult15_g11733 = (float2( (break9_g11733.x + ( break14_g11733.x - break11_g11733.x ) * ( break8_g11733.x - break9_g11733.x ) / ( break10_g11733.x - break11_g11733.x ) ) , (break9_g11733.y + ( break14_g11733.y - break11_g11733.y ) * ( break8_g11733.y - break9_g11733.y ) / ( break10_g11733.y - break11_g11733.y ) ))); float2 staticSwitch371 = min( max( appendResult15_g11733 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; @@ -2678,8 +2695,14 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" float2 staticSwitch169_g11773 = float2( 0,0 ); #endif float2 temp_output_131_0_g11773 = ( staticSwitch169_g11773 + temp_output_7_0_g11773 ); - float2 appendResult2_g11774 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11773 = ( 100.0 / appendResult2_g11774 ); + float2 appendResult10_g11774 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11774 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11774 = appendResult2_g11774; + #else + float2 staticSwitch9_g11774 = ( float2( 100,100 ) / appendResult10_g11774 ); + #endif + float2 temp_output_25_0_g11773 = staticSwitch9_g11774; float temp_output_178_0_g11773 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) ) ); float3 lerpResult176_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch187_g11773 , temp_output_178_0_g11773); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON @@ -2718,8 +2741,14 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" float2 staticSwitch157_g11801 = float2( 0,0 ); #endif float2 temp_output_131_0_g11801 = ( staticSwitch157_g11801 + temp_output_7_0_g11801 ); - float2 appendResult2_g11803 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g11801 = ( 100.0 / appendResult2_g11803 ); + float2 appendResult10_g11803 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11803 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11803 = appendResult2_g11803; + #else + float2 staticSwitch9_g11803 = ( float2( 100,100 ) / appendResult10_g11803 ); + #endif + float2 temp_output_25_0_g11801 = staticSwitch9_g11803; float lerpResult168_g11801 = lerp( temp_output_15_0_g11801.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11801 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11801 = ( temp_output_182_0_g11801 * lerpResult168_g11801 ); @@ -3230,8 +3259,14 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" #ifdef _ENABLESHADOW_ON float4 break4_g11896 = temp_output_2_0_g11894; float3 appendResult5_g11896 = (float3(break4_g11896.r , break4_g11896.g , break4_g11896.b)); - float2 appendResult2_g11895 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g11894 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11895 ) * _ShadowOffset ) ) ).a ))); + float2 appendResult10_g11895 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11895 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11895 = appendResult2_g11895; + #else + float2 staticSwitch9_g11895 = ( float2( 100,100 ) / appendResult10_g11895 ); + #endif + float4 appendResult85_g11894 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11895 * _ShadowOffset ) ) ).a ))); float4 break6_g11896 = appendResult85_g11894; float3 appendResult7_g11896 = (float3(break6_g11896.r , break6_g11896.g , break6_g11896.b)); float temp_output_11_0_g11896 = ( ( 1.0 - break4_g11896.a ) * break6_g11896.a ); @@ -3299,247 +3334,241 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU" Fallback Off } /*ASEBEGIN -Version=19801 -Node;AmplifyShaderEditor.TemplateShaderPropertyNode;30;1182.59,1001.108;Inherit;False;0;0;_MainTex;Shader;False;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.RelayNode;105;1425.709,1004.581;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 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-WireConnection;52;39;174;0 WireConnection;231;27;261;0 WireConnection;231;22;122;0 WireConnection;231;18;228;0 @@ -3552,23 +3581,44 @@ WireConnection;223;1;122;0 WireConnection;223;16;219;0 WireConnection;223;18;208;0 WireConnection;223;20;210;0 -WireConnection;59;1;38;0 -WireConnection;59;0;52;0 WireConnection;292;1;122;0 WireConnection;292;2;204;0 -WireConnection;103;23;256;0 -WireConnection;103;13;155;0 -WireConnection;103;22;175;0 -WireConnection;103;3;153;0 -WireConnection;103;1;59;0 +WireConnection;354;1;471;0 +WireConnection;354;0;356;0 +WireConnection;439;61;437;0 +WireConnection;439;3;441;0 +WireConnection;38;0;82;0 +WireConnection;52;77;255;0 +WireConnection;52;55;182;0 +WireConnection;52;76;173;0 +WireConnection;52;37;38;0 +WireConnection;52;39;174;0 WireConnection;139;1;122;0 WireConnection;139;0;122;0 WireConnection;139;2;292;0 WireConnection;139;3;223;0 WireConnection;139;4;231;0 +WireConnection;191;0;354;0 +WireConnection;237;0;341;0 +WireConnection;235;0;439;0 +WireConnection;59;1;38;0 +WireConnection;59;0;52;0 +WireConnection;103;23;256;0 +WireConnection;103;13;155;0 +WireConnection;103;22;175;0 +WireConnection;103;3;153;0 +WireConnection;103;1;59;0 +WireConnection;123;0;139;0 +WireConnection;343;1;191;0 +WireConnection;343;6;179;0 +WireConnection;343;7;149;0 WireConnection;62;1;59;0 WireConnection;62;0;103;0 -WireConnection;123;0;139;0 +WireConnection;486;0;145;0 +WireConnection;239;10;240;0 +WireConnection;239;8;180;0 +WireConnection;239;7;148;0 +WireConnection;239;1;343;0 WireConnection;484;25;259;0 WireConnection;484;26;258;0 WireConnection;484;1;62;0 @@ -3577,46 +3627,10 @@ WireConnection;484;3;177;0 WireConnection;130;0;131;0 WireConnection;130;1;484;0 WireConnection;130;2;129;0 -WireConnection;145;1;484;0 -WireConnection;145;0;130;0 -WireConnection;145;2;130;0 -WireConnection;145;3;130;0 -WireConnection;145;4;130;0 -WireConnection;486;0;145;0 WireConnection;487;0;486;0 -WireConnection;488;0;487;0 -WireConnection;485;1;145;0 -WireConnection;485;0;488;0 WireConnection;378;13;485;0 WireConnection;378;2;380;0 WireConnection;378;3;381;0 -WireConnection;382;0;378;0 -WireConnection;382;1;380;0 -WireConnection;383;0;382;0 -WireConnection;383;1;381;0 -WireConnection;371;1;485;0 -WireConnection;371;0;383;0 -WireConnection;470;21;463;0 -WireConnection;470;17;452;0 -WireConnection;470;1;371;0 -WireConnection;470;2;442;0 -WireConnection;427;1;371;0 -WireConnection;427;0;470;0 -WireConnection;146;0;427;0 -WireConnection;471;1;147;0 -WireConnection;471;2;189;0 -WireConnection;356;1;471;0 -WireConnection;356;2;358;0 -WireConnection;354;1;471;0 -WireConnection;354;0;356;0 -WireConnection;191;0;354;0 -WireConnection;343;1;191;0 -WireConnection;343;6;179;0 -WireConnection;343;7;149;0 -WireConnection;239;10;240;0 -WireConnection;239;8;180;0 -WireConnection;239;7;148;0 -WireConnection;239;1;343;0 WireConnection;361;39;240;0 WireConnection;361;40;242;0 WireConnection;361;1;148;0 @@ -3626,6 +3640,14 @@ WireConnection;361;5;181;0 WireConnection;51;42;240;0 WireConnection;51;40;183;0 WireConnection;51;1;361;0 +WireConnection;145;1;484;0 +WireConnection;145;0;130;0 +WireConnection;145;2;130;0 +WireConnection;145;3;130;0 +WireConnection;145;4;130;0 +WireConnection;488;0;487;0 +WireConnection;382;0;378;0 +WireConnection;382;1;380;0 WireConnection;56;1;361;0 WireConnection;56;0;51;0 WireConnection;104;34;244;0 @@ -3634,19 +3656,32 @@ WireConnection;104;33;163;0 WireConnection;104;29;162;0 WireConnection;104;1;56;0 WireConnection;164;0;79;0 +WireConnection;485;1;145;0 +WireConnection;485;0;488;0 +WireConnection;383;0;382;0 +WireConnection;383;1;381;0 WireConnection;57;1;56;0 WireConnection;57;0;104;0 +WireConnection;167;0;81;0 +WireConnection;371;1;485;0 +WireConnection;371;0;383;0 +WireConnection;470;21;463;0 +WireConnection;470;17;452;0 +WireConnection;470;1;371;0 +WireConnection;470;2;442;0 WireConnection;473;40;247;0 WireConnection;473;41;246;0 WireConnection;473;3;57;0 WireConnection;473;37;171;0 -WireConnection;167;0;81;0 WireConnection;78;1;473;0 WireConnection;78;2;166;0 +WireConnection;427;1;371;0 +WireConnection;427;0;470;0 WireConnection;77;1;473;0 WireConnection;77;0;78;0 WireConnection;76;1;77;0 WireConnection;76;2;168;0 +WireConnection;146;0;427;0 WireConnection;75;1;77;0 WireConnection;75;0;76;0 WireConnection;193;0;343;12 @@ -3677,10 +3712,10 @@ WireConnection;199;1;476;0 WireConnection;491;0;340;0 WireConnection;198;1;200;0 WireConnection;198;0;199;0 -WireConnection;424;8;251;0 -WireConnection;424;2;198;0 WireConnection;492;0;491;3 WireConnection;493;0;340;0 +WireConnection;424;8;251;0 +WireConnection;424;2;198;0 WireConnection;121;1;424;0 WireConnection;121;2;141;0 WireConnection;490;0;493;0 @@ -3694,4 +3729,4 @@ WireConnection;494;0;490;0 WireConnection;14;0;494;0 WireConnection;14;1;142;0 ASEEND*/ -//CHKSM=44B04B003779452F94955574751B49F7AC4376DD +//CHKSM=1B37CE236DE148E5CDAD74DFECEA2CE2AC552BFB diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader.meta index 1a7bb028..eb0bdb6e 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader.meta +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader.meta @@ -11,15 +11,20 @@ ShaderImporter: - _AddColorMask: {instanceID: 0} - _RecolorRGBTexture: {instanceID: 0} - _RecolorRGBYCPTexture: {instanceID: 0} - - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} - - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, + type: 3} - _AddHueMask: {instanceID: 0} - _SineGlowMask: {instanceID: 0} - _MetalMask: {instanceID: 0} - _ShineMask: {instanceID: 0} - - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} - - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, + type: 3} - _UVDistortMask: {instanceID: 0} - _CustomFadeFadeMask: {instanceID: 0} - _texcoord: {instanceID: 0} @@ -27,3 +32,10 @@ ShaderImporter: userData: assetBundleName: assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 158988 + packageName: Sprite Shaders Ultimate + packageVersion: 6.22 + assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader + uploadId: 845852 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader index bcf5aaad..e5ccb611 100644 --- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader @@ -1,4 +1,4 @@ -// Made with Amplify Shader Editor v1.9.8.1 +// Made with Amplify Shader Editor v1.9.9.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/Standard SSU" { @@ -8,509 +8,510 @@ Shader "Sprite Shaders Ultimate/Standard SSU" _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} - [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 - [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 - [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 - [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 - _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) - [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 - [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 - [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 - _PixelsPerUnit("Pixels Per Unit", Float) = 100 - _ScreenWidthUnits("Screen Width Units", Float) = 10 - _RectWidth("Rect Width", Float) = 100 - _RectHeight("Rect Height", Float) = 100 - [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 - _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 - _FadingPosition("Fading: Position", Vector) = (0,0,0,0) - _FadingWidth("Fading: Width", Float) = 0.3 - _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 - _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) - _FadingMask("Fading: Mask", 2D) = "white" {} - [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 - [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 - _TimeValue("Time: Value", Float) = 0 - [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 - _TimeSpeed("Time: Speed", Float) = 1 - [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 - _TimeFPS("Time: FPS", Float) = 5 - [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 - _TimeFrequency("Time: Frequency", Float) = 2 - _TimeRange("Time: Range", Float) = 0.5 - _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} - [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 - _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 - [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) - [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 - _StrongTintContrast("Strong Tint: Contrast", Float) = 0 - [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 - _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} - [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 - _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 - [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) - [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 - _AddColorContrast("Add Color: Contrast", Float) = 0.5 - [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 - _AddColorMask("Add Color: Mask", 2D) = "white" {} - [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 - _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) - _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 - [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 - _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 - _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) - _ShadowColor("Shadow: Color", Color) = (0,0,0,0) - [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 - _Brightness("Brightness", Float) = 1 - [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 - _Contrast("Contrast", Float) = 1 - [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 - _Saturation("Saturation", Float) = 1 - [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 - _Hue("Hue", Range( -1 , 1)) = 0 - [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 - _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 - _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} - [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 - _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 - [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) - [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) - [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 - _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} - [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 - _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) - _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 - [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 - _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) - _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 - _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} - _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 - _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) - _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 - [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 - _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) - _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) - _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) - [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 - _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} - _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 - _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 - [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) - _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 - _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 - [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 - _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} - _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) - [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 - [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 - _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 - _AddHueSpeed("Add Hue: Speed", Float) = 1 - _AddHueBrightness("Add Hue: Brightness", Float) = 2 - _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 - _AddHueContrast("Add Hue: Contrast", Float) = 0.5 - [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 - _AddHueMask("Add Hue: Mask", 2D) = "white" {} - [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 - _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) - [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) - _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 - _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 - [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 - _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 - [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 - _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 - [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) - _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 - _InkSpreadDistance("Ink Spread: Distance", Float) = 3 - _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) - _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 - _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) - _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 - [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 - _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 - [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) - _BlackTintPower("Black Tint: Power", Float) = 4 - [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 - _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 - [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) - _SineGlowContrast("Sine Glow: Contrast", Float) = 1 - _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 - _SineGlowMin("Sine Glow: Min", Float) = 0 - _SineGlowMax("Sine Glow: Max", Float) = 1 - [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 - _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} - [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 - _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 - [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) - [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) - _SplitToningContrast("Split Toning: Contrast", Float) = 1 - _SplitToningBalance("Split Toning: Balance", Float) = 1 - _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 - [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 - _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 - _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) - [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) - _ColorReplaceRange("Color Replace: Range", Float) = 0.05 - _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 - _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 - [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 - _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 - [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 - _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 - [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) - _HologramContrast("Hologram: Contrast", Float) = 1 - _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 - _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 - _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 - _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 - _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 - _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 - _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 - _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 - [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 - _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 - _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 - _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) - _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) - _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 - _GlitchBrightness("Glitch: Brightness", Float) = 4 - _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) - _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) - _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) - _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) - _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) - [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 - _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 - [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) - _FrozenContrast("Frozen: Contrast", Float) = 2 - [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) - _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 - _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 - _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) - [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) - _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 - _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 - _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) - _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) - _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) - _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 - _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 - _RainbowBrightness("Rainbow: Brightness", Float) = 2 - _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 - _RainbowContrast("Rainbow: Contrast", Float) = 1 - _RainbowSpeed("Rainbow: Speed", Float) = 1 - _RainbowDensity("Rainbow: Density", Float) = 0.5 - _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) - _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) - _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 - [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 - _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 - _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) - _CamouflageContrast("Camouflage: Contrast", Float) = 1 - _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) - _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) - _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) - _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 - _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 - _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) - [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 - _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) - _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 - _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 - [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) - _MetalContrast("Metal: Contrast", Float) = 2 - [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) - _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 - _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 - _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) - _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) - _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) - _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) - _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) - [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 - [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} - [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 - _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 - [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) - _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 - _ShineContrast("Shine: Contrast", Float) = 2 - _ShineWidth("Shine: Width", Float) = 0.1 - _ShineSpeed("Shine: Speed", Float) = 5 - _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 - _ShineSmooth("Shine: Smoothness", Float) = 1 - _ShineFrequency("Shine: Frequency", Float) = 0.3 - [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 - [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} - [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 - _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 - _BurnPosition("Burn: Position", Vector) = (0,5,0,0) - _BurnRadius("Burn: Radius", Float) = 5 - [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) - _BurnWidth("Burn: Width", Float) = 0.1 - _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) - _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 - [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) - _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 - [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) - _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 - _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) - _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 - _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 - _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 - [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) - _PoisonDensity("Poison: Density", Float) = 3 - _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 - _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 - _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 - _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) - _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) - [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 - _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 - _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) - _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) - _EnchantedBrightness("Enchanted: Brightness", Float) = 1 - _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 - _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 - [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 - _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 - _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 - _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 - [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) - [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) - [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 - [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 - _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 - _ShiftingSpeed("Shifting: Speed", Float) = 0.5 - _ShiftingDensity("Shifting: Density", Float) = 1.5 - _ShiftingBrightness("Shifting: Brightness", Float) = 1 - _ShiftingContrast("Shifting: Contrast", Float) = 0.5 - [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 - _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 - [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) - [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) - [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 - _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 - _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} - [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) - _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 - _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 - _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 - _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 - _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 - _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 - _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 - _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 - _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 - _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} - [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) - _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) - _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) - [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 - _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 - [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 - _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) - [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 - _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 - _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 - _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 - _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 - _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 - [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 - _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 - _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 - _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 - _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 - [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 - _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 - _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) - _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 - _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 - [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 - _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 - _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) - _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 - [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) - _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) - _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 - [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 - [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 - _HalftoneFade("Halftone: Fade", Float) = 1 - _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) - _HalftoneTiling("Halftone: Tiling", Float) = 4 - _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 - [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 - _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 - _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 - _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 - _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) - _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 - _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 - _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 - [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) - _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 - _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 - [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 - [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 - _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 - _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 - _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 - _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) - _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 - _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) - _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 - _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) - [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 - [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 - _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 - _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) - _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 - _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 - _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 - _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 - [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 - _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 - _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) - _SqueezePower("Squeeze: Power", Float) = 1 - _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 - _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 - _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) - _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) - _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) - _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) - [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 - [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} - [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 - _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) - [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 - _UVRotateSpeed("UV Rotate: Speed", Float) = 1 - _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 - _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 - _SineRotateAngle("Sine Rotate: Angle", Float) = 15 - _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 - _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 - _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 - _WiggleSpeed("Wiggle: Speed", Float) = 2 - _WiggleFrequency("Wiggle: Frequency", Float) = 2 - _WiggleOffset("Wiggle: Offset", Float) = 0.02 - [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 - [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 - _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) - _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) - [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 - _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 - _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) - _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) - [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 - _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 - _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) - [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 - _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 - _VibrateOffset("Vibrate: Offset", Float) = 0.04 - _VibrateFrequency("Vibrate: Frequency", Float) = 100 - _VibrateRotation("Vibrate: Rotation", Float) = 4 - [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 - _WindRotation("Wind: Rotation", Float) = 0 - _WindMaxRotation("Wind: Max Rotation", Float) = 2 - _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 - _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 - _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 - [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 - _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 - _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 - _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 - _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 - [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 - [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 - _WindXPosition("Wind: X Position", Float) = 0 - _WindFlip("Wind: Flip", Float) = 0 - [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 - _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 - _SquishStretch("Squish: Stretch", Float) = 0.1 - _SquishSquish("Squish: Squish", Float) = 0.1 - _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 - [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 - _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 - _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 - [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 - _FlameBrightness("Flame: Brightness", Float) = 10 - _FlameSmooth("Flame: Smooth", Float) = 2 - _FlameRadius("Flame: Radius", Float) = 0.2 - _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) - _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 - _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 - _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) - [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 - _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 - _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 - [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 - _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 - _SharpenFactor("Sharpen: Factor", Float) = 4 - _SharpenOffset("Sharpen: Offset", Float) = 2 - [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 - [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 - _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 - _SmokeSmoothness("Smoke: Smoothness", Float) = 1 - _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 - _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 - _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 - [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 - [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 - _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} - _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 - _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) - _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 - _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 - [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 - _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) - _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) - _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 - [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 - _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) - _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) - _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 [HideInInspector] _texcoord( "", 2D ) = "white" {} } @@ -530,7 +531,7 @@ Shader "Sprite Shaders Ultimate/Standard SSU" Pass { CGPROGRAM - #define ASE_VERSION 19801 + #define ASE_VERSION 19905 #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) @@ -542,9 +543,13 @@ Shader "Sprite Shaders Ultimate/Standard SSU" #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON @@ -1798,7 +1803,7 @@ Shader "Sprite Shaders Ultimate/Standard SSU" float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); - float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) ))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; @@ -2005,7 +2010,7 @@ Shader "Sprite Shaders Ultimate/Standard SSU" float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); - float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) ))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; @@ -2163,9 +2168,15 @@ Shader "Sprite Shaders Ultimate/Standard SSU" float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); - float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult10_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11674 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11674 = appendResult2_g11674; + #else + float2 staticSwitch9_g11674 = ( float2( 100,100 ) / appendResult10_g11674 ); + #endif float hologramFade182 = _HologramFade; - float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0)); + float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11674.x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 ); #else float2 staticSwitch59 = staticSwitch82; @@ -2189,7 +2200,13 @@ Shader "Sprite Shaders Ultimate/Standard SSU" float linValue16_g11789 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11779 + ( _UVDistortSpeed * temp_output_25_0_g11779 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); float2 lerpResult21_g11786 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11789); - float2 appendResult2_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult10_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g11788 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g11788 = appendResult2_g11788; + #else + float2 staticSwitch9_g11788 = ( float2( 100,100 ) / appendResult10_g11788 ); + #endif float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11787 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON @@ -2197,7 +2214,7 @@ Shader "Sprite Shaders Ultimate/Standard SSU" #else float staticSwitch29_g11786 = _UVDistortFade; #endif - float2 staticSwitch5_g11779 = ( temp_output_1_0_g11779 + ( lerpResult21_g11786 * ( 100.0 / appendResult2_g11788 ) * staticSwitch29_g11786 ) ); + float2 staticSwitch5_g11779 = ( temp_output_1_0_g11779 + ( lerpResult21_g11786 * staticSwitch9_g11788 * staticSwitch29_g11786 ) ); #else float2 staticSwitch5_g11779 = temp_output_1_0_g11779; #endif @@ -2307,7 +2324,7 @@ Shader "Sprite Shaders Ultimate/Standard SSU" float2 break10_g11791 = float2( 1,1 ); float2 break9_g11791 = spriteRectMin376; float2 break8_g11791 = spriteRectMax377; - float2 appendResult15_g11791 = (float2((break9_g11791.x + (break14_g11791.x - break11_g11791.x) * (break8_g11791.x - break9_g11791.x) / (break10_g11791.x - break11_g11791.x)) , (break9_g11791.y + (break14_g11791.y - break11_g11791.y) * (break8_g11791.y - break9_g11791.y) / (break10_g11791.y - break11_g11791.y)))); + float2 appendResult15_g11791 = (float2( (break9_g11791.x + ( break14_g11791.x - break11_g11791.x ) * ( break8_g11791.x - break9_g11791.x ) / ( break10_g11791.x - break11_g11791.x ) ) , (break9_g11791.y + ( break14_g11791.y - break11_g11791.y ) * ( break8_g11791.y - break9_g11791.y ) / ( break10_g11791.y - break11_g11791.y ) ))); float2 staticSwitch371 = min( max( appendResult15_g11791 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; @@ -2678,8 +2695,14 @@ Shader "Sprite Shaders Ultimate/Standard SSU" float2 staticSwitch169_g12035 = float2( 0,0 ); #endif float2 temp_output_131_0_g12035 = ( staticSwitch169_g12035 + temp_output_7_0_g12035 ); - float2 appendResult2_g12036 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g12035 = ( 100.0 / appendResult2_g12036 ); + float2 appendResult10_g12036 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g12036 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g12036 = appendResult2_g12036; + #else + float2 staticSwitch9_g12036 = ( float2( 100,100 ) / appendResult10_g12036 ); + #endif + float2 temp_output_25_0_g12035 = staticSwitch9_g12036; float temp_output_178_0_g12035 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g12035 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) ) ); float3 lerpResult176_g12035 = lerp( (temp_output_15_0_g12035).rgb , staticSwitch187_g12035 , temp_output_178_0_g12035); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON @@ -2718,8 +2741,14 @@ Shader "Sprite Shaders Ultimate/Standard SSU" float2 staticSwitch157_g12063 = float2( 0,0 ); #endif float2 temp_output_131_0_g12063 = ( staticSwitch157_g12063 + temp_output_7_0_g12063 ); - float2 appendResult2_g12065 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float2 temp_output_25_0_g12063 = ( 100.0 / appendResult2_g12065 ); + float2 appendResult10_g12065 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g12065 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g12065 = appendResult2_g12065; + #else + float2 staticSwitch9_g12065 = ( float2( 100,100 ) / appendResult10_g12065 ); + #endif + float2 temp_output_25_0_g12063 = staticSwitch9_g12065; float lerpResult168_g12063 = lerp( temp_output_15_0_g12063.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g12063 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g12063 = ( temp_output_182_0_g12063 * lerpResult168_g12063 ); @@ -3230,8 +3259,14 @@ Shader "Sprite Shaders Ultimate/Standard SSU" #ifdef _ENABLESHADOW_ON float4 break4_g12158 = temp_output_2_0_g12156; float3 appendResult5_g12158 = (float3(break4_g12158.r , break4_g12158.g , break4_g12158.b)); - float2 appendResult2_g12157 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); - float4 appendResult85_g12156 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g12157 ) * _ShadowOffset ) ) ).a ))); + float2 appendResult10_g12157 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 appendResult2_g12157 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); + #ifdef _RESIZABLETEXTURE_ON + float2 staticSwitch9_g12157 = appendResult2_g12157; + #else + float2 staticSwitch9_g12157 = ( float2( 100,100 ) / appendResult10_g12157 ); + #endif + float4 appendResult85_g12156 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g12157 * _ShadowOffset ) ) ).a ))); float4 break6_g12158 = appendResult85_g12156; float3 appendResult7_g12158 = (float3(break6_g12158.r , break6_g12158.g , break6_g12158.b)); float temp_output_11_0_g12158 = ( ( 1.0 - break4_g12158.a ) * break6_g12158.a ); @@ -3296,242 +3331,236 @@ Shader "Sprite Shaders Ultimate/Standard SSU" Fallback Off } 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/// 攻击上下文,携带来源卡牌和标签信息。 + /// 替代 Attack() 方法中零散的 boolean 参数,提供可扩展的伤害标记体系。 + /// + public class AttackContext + { + /// 触发此次攻击的来源卡牌(可为 null)。 + public CardInstance sourceCard; + + /// 攻击标签集合,用于控制伤害计算与事件触发行为。 + public HashSet tags; + + /// + /// 伤害属性关键词(如 "Physics"、"Fire"),驱动 offset 和元素乘区计算。 + /// 为 null 时回退到卡牌元素关键词(向后兼容)。 + /// + public List damageKeywords; + + /// + /// 基础伤害读取的属性名(如 "Damage_Physics")。 + /// 为 null 或空时默认读取 "Damage"。 + /// + public string baseDamageAttributeName; + + public AttackContext() + { + tags = new HashSet(); + } + + public AttackContext(CardInstance sourceCard) : this() + { + this.sourceCard = sourceCard; + } + + /// 检查是否包含指定标签。 + public bool HasTag(string tag) + { + return tags != null && tags.Contains(tag); + } + + /// 检查是否包含任意一个指定标签。 + public bool HasAnyTag(params string[] checkTags) + { + if (tags == null || tags.Count == 0) return false; + return checkTags.Any(t => tags.Contains(t)); + } + + /// 链式添加标签。 + public AttackContext WithTag(string tag) + { + tags ??= new HashSet(); + tags.Add(tag); + return this; + } + + /// 链式添加多个标签。 + public AttackContext WithTags(params string[] newTags) + { + tags ??= new HashSet(); + foreach (string tag in newTags) + { + tags.Add(tag); + } + return this; + } + + /// 链式设置伤害属性关键词。 + public AttackContext WithDamageKeywords(params string[] keywords) + { + damageKeywords = new List(keywords); + return this; + } + + /// 链式设置基础伤害属性名。 + public AttackContext WithBaseDamageAttribute(string attributeName) + { + baseDamageAttributeName = attributeName; + return this; + } + + /// 创建一个携带来源卡牌的默认上下文。 + public static AttackContext Default(CardInstance card = null) + { + return new AttackContext(card); + } + } + + /// + /// 预定义的攻击标签常量。 + /// Mod 开发者可以使用自定义字符串扩展标签体系,无需修改此类。 + /// + public static class AttackTags + { + /// + /// 完全静默攻击:不触发任何攻击事件(角色 EventSubmodule + Buff 层均跳过)。 + /// 等价于旧 API 的 triggerAttackEvent = false。 + /// + public const string Silent = "Silent"; + + /// + /// 响应式攻击:由 Buff 被动效果产生的附带攻击。 + /// 触发角色 EventSubmodule 事件,但跳过 Buff 层的 onDealAttack/onGetAttacked, + /// 从机制上杜绝 Buff 触发链的无限递归。 + /// + public const string Reactive = "Reactive"; + + /// + /// 生命移除:无视闪避、格挡、护盾,不触发任何事件。 + /// 直接对目标造成生命值扣减,类似 Dota 2 的 HP Removal。 + /// + public const string HpRemoval = "HpRemoval"; + + /// + /// 反弹伤害:由反弹/反伤机制产生的伤害。 + /// Buff 可检查此标签以避免"反弹的反弹"导致无限循环。 + /// + public const string Reflected = "Reflected"; + + /// 必中,无视闪避。 + public const string GuaranteedHit = "GuaranteedHit"; + + /// 穿透,无视格挡。 + public const string Penetrating = "Penetrating"; + } +} diff --git a/Assets/Scripts/MainGame/Base/AttackContext.cs.meta b/Assets/Scripts/MainGame/Base/AttackContext.cs.meta new file mode 100644 index 00000000..071e373a --- /dev/null +++ b/Assets/Scripts/MainGame/Base/AttackContext.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a9deb152fc38db9458198d27672d8a30 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Base/BasePrefabs.cs b/Assets/Scripts/MainGame/Base/BasePrefabs.cs index 73faa417..87ba550d 100644 --- a/Assets/Scripts/MainGame/Base/BasePrefabs.cs +++ b/Assets/Scripts/MainGame/Base/BasePrefabs.cs @@ -30,6 +30,9 @@ namespace Continentis.MainGame public GameObject inspectionCardObject; public SerializableDictionary intentionMarkIcons; public SerializableDictionary cardViewCollections; + public Sprite defaultCardImage; + + [Header("Buffs")] public Sprite defaultBuffIcon; [Header("GeneralUI")] public GameObject customImage; public GameObject informationBox; @@ -61,7 +64,7 @@ namespace Continentis.MainGame public partial class BasePrefabs { - public DamageNumber GenerateHurtText(int amount, CombatCharacterViewBase characterView) + public DamageNumber GenerateHurtText(int amount, CombatCharacterViewBase characterView, Color color) { Vector3 position = characterView.transform.position + Vector3.up * 0.5f; @@ -70,14 +73,15 @@ namespace Continentis.MainGame position = characterView.numbersPivot.position; } - DamageNumber infoText = GenerateHurtText(amount, position); + DamageNumber infoText = GenerateHurtText(amount, position, color); return infoText; } - public DamageNumber GenerateHurtText(int amount, Vector3 position) + public DamageNumber GenerateHurtText(int amount, Vector3 position, Color color) { DamageNumber hurtText = GenerateCombatText(hurtDamageNumber, position); hurtText.number = amount; + hurtText.SetColor(color); return hurtText; } diff --git a/Assets/Scripts/MainGame/Base/GameAttributes.cs b/Assets/Scripts/MainGame/Base/GameAttributes.cs index b233d8c9..99cff763 100644 --- a/Assets/Scripts/MainGame/Base/GameAttributes.cs +++ b/Assets/Scripts/MainGame/Base/GameAttributes.cs @@ -33,16 +33,16 @@ namespace Continentis.MainGame public const string ManaRecoverPerAction = "ManaRecoverPerAction"; // ── 防御 ──────────────────────────────────── - public const string Block = "Block"; - public const string Shield = "Shield"; - public const string Dodge = "Dodge"; + public const string Block = "Block"; + public const string TemporaryHealth = "TemporaryHealth"; + public const string Dodge = "Dodge"; - public const string BlockGainOffset = "BlockGainOffset"; - public const string BlockGainMultiplier = "BlockGainMultiplier"; - public const string DodgeGainOffset = "DodgeGainOffset"; - public const string DodgeGainMultiplier = "DodgeGainMultiplier"; - public const string ShieldGainOffset = "ShieldGainOffset"; - public const string ShieldGainMultiplier = "ShieldGainMultiplier"; + public const string BlockGainOffset = "BlockGainOffset"; + public const string BlockGainMultiplier = "BlockGainMultiplier"; + public const string DodgeGainOffset = "DodgeGainOffset"; + public const string DodgeGainMultiplier = "DodgeGainMultiplier"; + public const string TemporaryHealthGainOffset = "TemporaryHealthGainOffset"; + public const string TemporaryHealthGainMultiplier = "TemporaryHealthGainMultiplier"; public const string KeepBlockOnActionStart = "KeepBlockOnActionStart"; public const string KeepDodgeOnActionStart = "KeepDodgeOnActionStart"; diff --git a/Assets/Scripts/MainGame/Base/Interpreters/CardTextInterpreter.cs b/Assets/Scripts/MainGame/Base/Interpreters/CardTextInterpreter.cs index 9fea6fd6..d5c1fd0f 100644 --- a/Assets/Scripts/MainGame/Base/Interpreters/CardTextInterpreter.cs +++ b/Assets/Scripts/MainGame/Base/Interpreters/CardTextInterpreter.cs @@ -33,9 +33,12 @@ namespace Continentis.MainGame TextInterpreter.SetFunction("Attribute", new Func((name, high) => GetAttribute(card, name, high, false))); TextInterpreter.SetFunction("Attribute", new Func((name, high, percent) => GetAttribute(card, name, high, percent))); - string result = DynamicTextInterpreter.Parse(TextInterpreter, textToInterpret); + // 第一阶段:根据卡牌上下文(持有者、目标等)裁剪条件标签块 + string resolved = CardTextTagResolver.Resolve(card, textToInterpret); + + // 第二阶段:Dynamic Expresso 求值 $Attribute / $Keyword 等表达式 + string result = DynamicTextInterpreter.Parse(TextInterpreter, resolved); - Debug.Log($"Interpreted Text: {result}"); return result; } diff --git a/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs b/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs new file mode 100644 index 00000000..ecc8bbaa --- /dev/null +++ b/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs @@ -0,0 +1,144 @@ +using System; +using System.Text.RegularExpressions; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using UnityEngine; + +namespace Continentis.MainGame +{ + /// + /// 卡牌文本条件标签解析器。 + /// 在 Dynamic Expresso 求值之前,根据卡牌的上下文(持有者、目标等)裁剪条件标签块。 + /// + /// 支持的标签: + /// [Showcase]...[/Showcase] 仅在展示界面(无持有者)显示 + /// [Owner: PlayerHero]...[/Owner] 持有者为 PlayerHero 时显示 + /// [Owner: CombatNPC]...[/Owner] 持有者为 CombatNPC 时显示 + /// [Target: PlayerHero]...[/Target] 目标为 PlayerHero 时显示 + /// [Target: CombatNPC]...[/Target] 目标为 CombatNPC 时显示 + /// + /// 解析规则: + /// - 文本无任何标签 → 原样返回 + /// - 无持有者(展示界面) → 仅显示 [Showcase],剥离 [Owner] / [Target] + /// - 有持有者,无目标 → 按持有者类型反推默认目标(PlayerHero → CombatNPC, 反之亦然) + /// - 有持有者,有目标 → 按实际目标类型匹配 [Target] + /// + public static class CardTextTagResolver + { + /// + /// 匹配条件标签块。支持两种格式: + /// 带参数:[Category: Value]content[/Category] + /// 无参数:[Showcase]content[/Showcase] + /// + private static readonly Regex TagPattern = new Regex( + @"\[(?Showcase|Owner|Target)(?:\s*:\s*(?\w+))?\](?.*?)\[/\k\]", + RegexOptions.Singleline | RegexOptions.IgnoreCase); + + /// + /// 解析文本中的条件标签块,根据卡牌上下文保留或移除。 + /// 如果文本中没有任何标签,原样返回。 + /// + public static string Resolve(CardInstance card, string text) + { + if (string.IsNullOrEmpty(text)) return text; + if (!TagPattern.IsMatch(text)) return text; + + CharacterBase owner = card.owner as CharacterBase; + CharacterBase target = card.currentTextTarget; + bool isShowcase = (owner == null); + + return TagPattern.Replace(text, match => + { + string category = match.Groups["category"].Value; + string value = match.Groups["value"].Success ? match.Groups["value"].Value : null; + string content = match.Groups["content"].Value; + + switch (category.ToLower()) + { + case "showcase": + return ResolveShowcase(isShowcase, content); + case "owner": + return ResolveOwner(owner, value, content); + case "target": + return ResolveTarget(owner, target, value, content); + default: + Debug.LogWarning($"[CardTextTagResolver] Unknown tag category: '{category}'."); + return string.Empty; + } + }); + } + + /// + /// [Showcase] 标签:仅在展示界面(无持有者)显示。 + /// + private static string ResolveShowcase(bool isShowcase, string content) + { + return isShowcase ? content : string.Empty; + } + + /// + /// [Owner: X] 标签:根据持有者类型匹配。展示界面下不显示。 + /// + private static string ResolveOwner(CharacterBase owner, string value, string content) + { + if (owner == null) return string.Empty; + return MatchesCharacterType(owner, value) ? content : string.Empty; + } + + /// + /// [Target: X] 标签:根据目标类型匹配。 + /// - 展示界面:不显示 + /// - 有明确目标:按实际目标匹配 + /// - 无明确目标:按持有者反推默认目标(PlayerHero → CombatNPC,反之亦然) + /// + private static string ResolveTarget(CharacterBase owner, CharacterBase target, string value, string content) + { + if (owner == null) return string.Empty; + + // 有明确目标时,按实际类型匹配 + if (target != null) + { + return MatchesCharacterType(target, value) ? content : string.Empty; + } + + // 无明确目标时,按持有者类型反推默认目标 + if (owner is PlayerHero) + { + return string.Equals(value, "CombatNPC", StringComparison.OrdinalIgnoreCase) ? content : string.Empty; + } + + if (owner is CombatNPC) + { + return string.Equals(value, "PlayerHero", StringComparison.OrdinalIgnoreCase) ? content : string.Empty; + } + + Debug.LogWarning($"[CardTextTagResolver] Cannot infer default target for owner type '{owner.GetType().Name}'."); + return content; // 未知持有者类型,保留内容作为兜底 + } + + /// + /// 检查角色是否匹配指定的类型名。 + /// + private static bool MatchesCharacterType(CharacterBase character, string typeName) + { + if (string.IsNullOrEmpty(typeName)) + { + Debug.LogWarning("[CardTextTagResolver] Tag value is empty for Owner/Target tag."); + return false; + } + + return typeName.ToLower() switch + { + "playerhero" => character is PlayerHero, + "combatnpc" => character is CombatNPC, + _ => LogUnknownType(typeName) + }; + } + + private static bool LogUnknownType(string typeName) + { + Debug.LogWarning($"[CardTextTagResolver] Unknown character type: '{typeName}'."); + return false; + } + } +} diff --git a/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs.meta b/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs.meta new file mode 100644 index 00000000..56455cff --- /dev/null +++ b/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ec0a58018fe36a1469ea1ee568a662e0 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Buff/BuffSubmodules.cs b/Assets/Scripts/MainGame/Buff/BuffSubmodules.cs index b83091be..9eeb1469 100644 --- a/Assets/Scripts/MainGame/Buff/BuffSubmodules.cs +++ b/Assets/Scripts/MainGame/Buff/BuffSubmodules.cs @@ -99,8 +99,7 @@ namespace Continentis.MainGame } else { - Texture2D defaultTex = ModManager.GetAsset("BuffIcon_Basic_Default"); - this.icon = SpriteExtension.Create(defaultTex); + this.icon = MainGameManager.Instance.basePrefabs.defaultBuffIcon; } if (buff.contentSubmodule != null) @@ -286,6 +285,17 @@ namespace Continentis.MainGame maximumCount = Mathf.Max(maximumCount, other.maximumCount); remainingCount = Mathf.Max(remainingCount, other.remainingCount); } + + public void PickHigherCount(int maximumCount, int remainingCount) + { + if (isInfinite) + { + return; + } + + this.maximumCount = Mathf.Max(this.maximumCount, maximumCount); + this.remainingCount = Mathf.Max(this.remainingCount, remainingCount); + } } diff --git a/Assets/Scripts/MainGame/Card/CardAssistanceFunctions.cs b/Assets/Scripts/MainGame/Card/CardAssistanceFunctions.cs index e155942c..53cf2ce5 100644 --- a/Assets/Scripts/MainGame/Card/CardAssistanceFunctions.cs +++ b/Assets/Scripts/MainGame/Card/CardAssistanceFunctions.cs @@ -17,6 +17,32 @@ namespace Continentis.MainGame.Card { return contentSubmodule.keywords.Contains(keyword); } + + public bool HasAnyKeyword(params string[] keywords) + { + bool hasAny = false; + + foreach (var keyword in keywords) + { + hasAny = HasKeyword(keyword); + if (hasAny) break; + } + + return hasAny; + } + + public bool HasAllKeywords(params string[] keywords) + { + bool hasAll = true; + + foreach (var keyword in keywords) + { + hasAll = HasKeyword(keyword); + if (!hasAll) break; + } + + return hasAll; + } } #endregion diff --git a/Assets/Scripts/MainGame/Card/CardAttributes.cs b/Assets/Scripts/MainGame/Card/CardAttributes.cs index a4cd3ef8..300de954 100644 --- a/Assets/Scripts/MainGame/Card/CardAttributes.cs +++ b/Assets/Scripts/MainGame/Card/CardAttributes.cs @@ -7,12 +7,12 @@ public static class CardAttributes { /// 体力值消耗 - public const string StaminaCost = "StaminaCost"; + public const string StaminaCost = "Stamina_Cost"; /// 魔力值消耗 - public const string ManaCost = "ManaCost"; + public const string ManaCost = "Mana_Cost"; /// 目标数量(0为自身,-1为全体) - public const string TargetCount = "TargetCount"; + public const string TargetCount = "Target_Count"; } } diff --git a/Assets/Scripts/MainGame/Card/CardData/CardData.cs b/Assets/Scripts/MainGame/Card/CardData/CardData.cs index 30f72e72..987c2e4c 100644 --- a/Assets/Scripts/MainGame/Card/CardData/CardData.cs +++ b/Assets/Scripts/MainGame/Card/CardData/CardData.cs @@ -69,9 +69,10 @@ namespace Continentis.MainGame.Card [LabelText("功能文本 Key")] public string functionText; + [FormerlySerializedAs("cardDescription")] [BoxGroup("Display"), PropertyOrder(9)] [LabelText("卡牌描述 Key")] - public string cardDescription; + public string descriptionText; [BoxGroup("Display"), PropertyOrder(10)] [ListDrawerSettings(ShowIndexLabels = false), LabelText("布局标签")] diff --git a/Assets/Scripts/MainGame/Card/CardInstance.cs b/Assets/Scripts/MainGame/Card/CardInstance.cs index 9ca70937..607c17f8 100644 --- a/Assets/Scripts/MainGame/Card/CardInstance.cs +++ b/Assets/Scripts/MainGame/Card/CardInstance.cs @@ -26,6 +26,12 @@ namespace Continentis.MainGame.Card public CharacterBase user; public CombatTeam usingTeam; + /// + /// 当前用于文本条件标签解析的目标角色。 + /// 玩家拖拽卡牌时由 Targeting/Untargeting 设置;NPC 意图创建时由意图系统设置。 + /// + public CharacterBase currentTextTarget; + public CardLogicBase cardLogic; public int upgradeLevel; @@ -117,18 +123,8 @@ namespace Continentis.MainGame.Card .UpdateTeamPileText(CombatMainManager.Instance.characterController.playerTeam); } - //下面的部分后续放入CardLogic的初始化函数中 card.RefreshCardAttributes(); - if (card.HasKeyword("Instant")) //如果是“瞬发”牌,添加抽牌后立刻打出的事件 - { - card.eventSubmodule.onDraw.InsertByPriority("Instant", new PrioritizedAction(() => - { - card.DetectTargetsValidity(out List valid, out _, out _); - card.Play(card.SetRandomTargets(valid), card.user); - }, 99)); - } - return card; } @@ -250,4 +246,4 @@ namespace Continentis.MainGame.Card this.index = index; } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/MainGame/Card/CardKeywords.cs b/Assets/Scripts/MainGame/Card/CardKeywords.cs index b64662b5..a8233d5f 100644 --- a/Assets/Scripts/MainGame/Card/CardKeywords.cs +++ b/Assets/Scripts/MainGame/Card/CardKeywords.cs @@ -17,6 +17,9 @@ /// 可选目标为全体角色 public const string TargetAll = "TargetAll"; + + /// 多目标选择时允许复选 + public const string AllowDuplicateTargets = "AllowDuplicateTargets"; /// 物理 public const string Physics = "Physics"; @@ -24,6 +27,27 @@ /// 魔法 public const string Magic = "Magic"; + /// + public const string Wind = "Wind"; + + /// + public const string Fire = "Fire"; + + /// + public const string Ice = "Ice"; + + /// + public const string Earth = "Earth"; + + /// + public const string Storm = "Storm"; + + /// + public const string Light = "Light"; + + /// + public const string Darkness = "Darkness"; + /// 打击(力量) public const string Strike = "Strike"; @@ -74,5 +98,8 @@ /// 复用(打出后回到手牌) public const string Reuse = "Reuse"; + + /// 先决(在手牌中时,必须先打出此牌) + public const string Prerequisite = "Prerequisite"; } } diff --git a/Assets/Scripts/MainGame/Card/CardLogicBase.cs b/Assets/Scripts/MainGame/Card/CardLogicBase.cs index 7493f734..1a0a6217 100644 --- a/Assets/Scripts/MainGame/Card/CardLogicBase.cs +++ b/Assets/Scripts/MainGame/Card/CardLogicBase.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using System.Linq; using Continentis.MainGame.Character; using Continentis.MainGame.Equipment; +using SoftCircuits.Collections; using SLSFramework.General; using SLSFramework.UModAssistance; using UnityEngine; @@ -36,14 +37,129 @@ namespace Continentis.MainGame.Card return null; } + // 存储所有通过 SubscribeCombatEvent 注册的订阅的移除委托 + private readonly List _managedUnsubscribers = new List(); + public virtual void Initialize(CardInstance cardInstance) { card = cardInstance; logicComponents = new HashSet(); card.eventSubmodule.onTargeting += TargetingEffect; card.eventSubmodule.onUntargeting += UntargetingEffect; + + // 自动将卡牌事件子模块的生命周期钩子接入虚方法 + card.eventSubmodule.onDraw.InsertByPriority( + $"{GetType().Name}_OnDraw_{GetHashCode()}", + new PrioritizedAction(OnDraw)); + + card.eventSubmodule.onCombatStart.InsertByPriority( + $"{GetType().Name}_OnCombatStart_{GetHashCode()}", + new PrioritizedAction(OnCombatStart)); + + card.eventSubmodule.onCombatEnd.InsertByPriority( + $"{GetType().Name}_OnCombatEnd_{GetHashCode()}", + new PrioritizedAction(OnCombatEnd)); + + card.eventSubmodule.onRoundStart.InsertByPriority( + $"{GetType().Name}_OnRoundStart_{GetHashCode()}", + new PrioritizedAction(OnRoundStart)); + + card.eventSubmodule.onRoundEnd.InsertByPriority( + $"{GetType().Name}_OnRoundEnd_{GetHashCode()}", + new PrioritizedAction(OnRoundEnd)); + + card.eventSubmodule.onActionStart.InsertByPriority( + $"{GetType().Name}_OnActionStart_{GetHashCode()}", + new PrioritizedAction(OnActionStart)); + + card.eventSubmodule.onActionEnd.InsertByPriority( + $"{GetType().Name}_OnActionEnd_{GetHashCode()}", + new PrioritizedAction(OnActionEnd)); + + // 关键词驱动的行为统一在此处注册 + if (card.HasKeyword("Instant")) + { + //含有Instant关键词,抽到后直接打出 + card.eventSubmodule.onDraw.InsertByPriority("Instant", new PrioritizedAction(() => + { + card.DetectTargetsValidity(out List valid, out _, out _); + card.Play(card.SetRandomTargets(valid), card.user); + }, 99)); + } } + /// + /// 向战斗全局事件字典注册一个托管订阅。 + /// Dispose() 时无需手动取消——基类会自动移除所有通过此方法注册的订阅。 + /// + protected void SubscribeCombatEvent( + OrderedDictionary eventDict, + PrioritizedAction action, + int priority = 0) + { + string key = $"{GetType().Name}_{GetHashCode()}_{_managedUnsubscribers.Count}"; + action.Priority = priority; + eventDict.InsertByPriority(key, action); + _managedUnsubscribers.Add(() => eventDict.Remove(key)); + } + + /// + /// 向战斗全局事件字典注册一个带参数的托管订阅。 + /// Dispose() 时无需手动取消——基类会自动移除所有通过此方法注册的订阅。 + /// + protected void SubscribeCombatEvent( + OrderedDictionary> eventDict, + PrioritizedAction action, + int priority = 0) + { + string key = $"{GetType().Name}_{GetHashCode()}_{_managedUnsubscribers.Count}"; + action.Priority = priority; + eventDict.InsertByPriority(key, action); + _managedUnsubscribers.Add(() => eventDict.Remove(key)); + } + + /// + /// 卡牌销毁时调用(打出、弃牌、消耗)。 + /// 自动清理所有通过 SubscribeCombatEvent 注册的托管订阅。 + /// 子类重写时无需调用 base.Dispose(),除非有额外资源需要释放。 + /// + public void Dispose() + { + foreach (Action unsubscribe in _managedUnsubscribers) + unsubscribe(); + _managedUnsubscribers.Clear(); + OnDispose(); + } + + // ── 生命周期虚方法 ───────────────────────────────────────────────────── + + /// 抽到此卡牌时调用。 + protected virtual void OnDraw() { } + + /// 战斗开始时调用。 + protected virtual void OnCombatStart() { } + + /// 战斗结束时调用。 + protected virtual void OnCombatEnd() { } + + /// 每回合开始时调用。 + protected virtual void OnRoundStart() { } + + /// 每回合结束时调用。 + protected virtual void OnRoundEnd() { } + + /// 每次行动开始时调用。 + protected virtual void OnActionStart() { } + + /// 每次行动结束时调用。 + protected virtual void OnActionEnd() { } + + /// + /// 卡牌销毁时的扩展清理钩子。 + /// 子类有额外资源需要释放时重写此方法,无需处理 SubscribeCombatEvent 的取消订阅。 + /// + protected virtual void OnDispose() { } + public virtual void SetUpLogicComponents() { } public T AddLogicComponent() where T : CardLogicComponentBase, new() @@ -233,43 +349,66 @@ namespace Continentis.MainGame.Card #region Attack public partial class CardLogicBase { - /// 获取对指定目标的最终伤害值。 - public virtual int GetTargetedFinalDamage(CharacterBase target, List elementalTags = null) + /// + /// 以当前卡牌作为来源,对目标发动攻击。 + /// 内部自动构建携带 sourceCard 的 AttackContext,确保 Buff 层能正确识别来源卡牌信息。 + /// 卡牌脚本中所有的攻击调用都应优先使用此方法,而非直接调用 user.Attack()。 + /// + protected AttackResult AttackTarget(CharacterBase target, int damage, AttackContext ctx = null) { - return GetFinalDamage(target, elementalTags, out _, out _, out _, out _); + ctx ??= new AttackContext(card); + if (ctx.sourceCard == null) ctx.sourceCard = card; + return user.Attack(target, damage, ctx); + } + + /// + /// 获取对指定目标的最终伤害值。 + /// ctx 中的 damageKeywords 驱动 offset 和元素乘区计算,baseDamageAttributeName 指定基础伤害属性名。 + /// ctx 为 null 时回退到卡牌元素关键词和默认 "Damage" 属性(向后兼容)。 + /// + public virtual int GetTargetedFinalDamage(CharacterBase target, AttackContext ctx = null) + { + return GetFinalDamage(target, ctx, out _, out _, out _, out _); } /// 获取无目标时的最终伤害值。 - public virtual int GetNoTargetFinalDamage(List elementalTags = null) + public virtual int GetNoTargetFinalDamage(AttackContext ctx = null) { - return GetFinalDamage(null, elementalTags, out _, out _, out _, out _); + return GetFinalDamage(null, ctx, out _, out _, out _, out _); } protected virtual int GetFinalDamage( - CharacterBase target, List elementalTags, + CharacterBase target, AttackContext ctx, out float baseDamageAfterOffset, out float elementalMultiplier, out float magicMultiplier, out float finalMultiplier) { bool haveTarget = target != null; - elementalTags ??= card.GetElementalKeywords(); + // 从 AttackContext 中读取伤害关键词和属性名,null 时回退到卡牌默认值 + List damageKeywords = ctx?.damageKeywords ?? card.GetElementalKeywords(); + string baseDamageAttr = ctx?.baseDamageAttributeName; + + // Physics / Magic offset 由 damageKeywords 驱动,与卡牌标记关键词无关 int physicsOffset = 0; - if (card.HasKeyword("Physics") || card.HasKeyword("Slash") || card.HasKeyword("Prick") || card.HasKeyword("Strike")) - physicsOffset = user.GetAttribute("PhysicsDamageDealtOffset"); + if (damageKeywords.Contains("Physics")) + physicsOffset = user.GetAttribute(CharacterAttributes.PhysicsDamageDealtOffset); int magicOffset = 0; - if (card.HasKeyword("Magic") || card.HasKeyword("Arcane") || card.HasKeyword("Sorcery")) - magicOffset = user.GetAttribute("MagicDamageDealtOffset"); + if (damageKeywords.Contains("Magic")) + magicOffset = user.GetAttribute(CharacterAttributes.MagicDamageDealtOffset); + // 元素乘区:遍历 damageKeywords 中属于 elementTags 的部分 elementalMultiplier = 1f; - foreach (string element in elementalTags) + foreach (string keyword in damageKeywords) { - float targetGain = haveTarget ? target.GetRawAttribute(element + "DamageGainMultiplier", 1f) : 1f; - elementalMultiplier *= user.GetRawAttribute(element + "DamageDealtMultiplier", 1f) * targetGain; + if (!MainGameManager.Instance.elementTags.Contains(keyword)) continue; + float targetGain = haveTarget ? target.GetRawAttribute(keyword + "DamageGainMultiplier", 1f) : 1f; + elementalMultiplier *= user.GetRawAttribute(keyword + "DamageDealtMultiplier", 1f) * targetGain; } + // 魔法乘区:由 damageKeywords 中含 Magic/Arcane/Sorcery 时触发 magicMultiplier = 1f; - if (card.HasKeyword("Magic") || card.HasKeyword("Arcane") || card.HasKeyword("Sorcery")) + if (damageKeywords.Contains("Magic") || damageKeywords.Contains("Arcane") || damageKeywords.Contains("Sorcery")) { float targetGain = haveTarget ? target.GetRawAttribute("MagicDamageGainMultiplier", 1f) : 1f; magicMultiplier = user.GetRawAttribute("MagicDamageDealtMultiplier", 1f) * targetGain; @@ -278,7 +417,8 @@ namespace Continentis.MainGame.Card float targetFinalGain = haveTarget ? target.GetRawAttribute("FinalDamageGainMultiplier", 1f) : 1f; finalMultiplier = user.GetRawAttribute("FinalDamageDealtMultiplier", 1f) * targetFinalGain; - baseDamageAfterOffset = card.attributeSubmodule.GetCurrentAttribute("Damage") + physicsOffset + magicOffset; + string damageAttr = string.IsNullOrEmpty(baseDamageAttr) ? "Damage" : baseDamageAttr; + baseDamageAfterOffset = card.attributeSubmodule.GetCurrentAttribute(damageAttr) + physicsOffset + magicOffset; float finalDamage = baseDamageAfterOffset * elementalMultiplier * magicMultiplier * finalMultiplier; return Mathf.RoundToInt(finalDamage); @@ -358,6 +498,17 @@ namespace Continentis.MainGame.Card /// 取消选中目标时触发的效果(在逻辑组件的 Untargeting 之前执行)。 public virtual void UntargetingEffect() { } + + /// + /// 标记 hint shadow 在下一帧刷新,不触发文本重解析。 + /// 子类在战场状态变化时调用此方法,而非直接操作 dirtyMark。 + /// + protected void InvalidateHint() => card.contentSubmodule.hintDirtyMark = true; + /// 返回 null 表示不显示提示阴影;返回具体颜色则启用对应颜色的 hintShadow。 + /// 此方法在 ContentSubmodule.RefreshContent() 时自动调用, + /// 子类可重写以实现"有可用目标时绿色/无可用目标时红色"等动态提示。 + /// + public virtual Color? GetHintColor() => null; } /// 卡牌逻辑组件基类。 diff --git a/Assets/Scripts/MainGame/Card/CardMainFunctions.cs b/Assets/Scripts/MainGame/Card/CardMainFunctions.cs index 298361ef..ce32b328 100644 --- a/Assets/Scripts/MainGame/Card/CardMainFunctions.cs +++ b/Assets/Scripts/MainGame/Card/CardMainFunctions.cs @@ -20,6 +20,7 @@ namespace Continentis.MainGame.Card /// public virtual void Targeting(CharacterBase target) { + currentTextTarget = target; eventSubmodule.onTargeting.Invoke(target); } @@ -29,6 +30,7 @@ namespace Continentis.MainGame.Card /// public virtual void Untargeting() { + currentTextTarget = null; eventSubmodule.onUntargeting.Invoke(); } } @@ -136,11 +138,26 @@ namespace Continentis.MainGame.Card } else { - while (targets.Count < maximumTargets && valid.Count > 0) + bool allowDuplicate = HasKeyword(CardKeywords.AllowDuplicateTargets); + + if (allowDuplicate) { - CharacterBase target = valid[Random.Range(0, valid.Count)]; - valid.Remove(target); - targets.Add(target); + // 放回抽样:可重复选中同一目标 + for (int i = 0; i < maximumTargets; i++) + { + targets.Add(valid[Random.Range(0, valid.Count)]); + } + } + else + { + // 不放回抽样(原逻辑) + List pool = new List(valid); + while (targets.Count < maximumTargets && pool.Count > 0) + { + CharacterBase target = pool[Random.Range(0, pool.Count)]; + pool.Remove(target); + targets.Add(target); + } } } @@ -149,13 +166,13 @@ namespace Continentis.MainGame.Card public virtual bool CheckBeforePlay() { - if (!user.CheckEnoughStamina(GetAttribute("StaminaCost"))) + if (!user.CheckEnoughStamina(GetAttribute(CardAttributes.StaminaCost))) { MainGameManager.Instance.basePrefabs.GenerateInfoText("Not Enough Stamina", user.characterView); return false; } - if (!user.CheckEnoughMana(GetAttribute("ManaCost"))) + if (!user.CheckEnoughMana(GetAttribute(CardAttributes.ManaCost))) { MainGameManager.Instance.basePrefabs.GenerateInfoText("Not Enough Mana", user.characterView); return false; @@ -192,13 +209,13 @@ namespace Continentis.MainGame.Card { if (!noConsumption) { - this.user.ModifyStamina(-GetAttribute("StaminaCost")); - this.user.ModifyMana(-GetAttribute("ManaCost")); + this.user.ModifyStamina(-GetAttribute(CardAttributes.StaminaCost)); + this.user.ModifyMana(-GetAttribute(CardAttributes.ManaCost)); } Debug.Log($"Starting to play card: {contentSubmodule.cardName}"); - CommandQueueManager.Instance.AddCommand(new Cmd_Function(() => + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => { playSubmodule.isDuringPlayEffect = true; eventSubmodule.onBeforePlay.Invoke(targetList); @@ -211,7 +228,7 @@ namespace Continentis.MainGame.Card CommandQueueManager.Instance.AddCommand(PlayEffect(targetList)); CommandQueueManager.Instance.AddCommand(cardLogic.PlayEffect(targetList)); - CommandQueueManager.Instance.AddCommand(new Cmd_Function(() => + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => { eventSubmodule.onAfterPlay.Invoke(targetList); combatBuffSubmodule.buffList.For(buff => buff.usageSubmodule?.UpdateModule()); @@ -308,6 +325,8 @@ namespace Continentis.MainGame.Card KeyValuePair> currentPile = deck.GetCardLocation(this, out int index); if (!cardData.upgradeNode.isTerminalNode) { + // 先 Dispose 旧 Logic,再替换,避免旧 Logic 的托管订阅泄漏 + cardLogic?.Dispose(); DestroyHandCardView(); CardData newData = cardData.upgradeNode.upgradeCards[0]; //后续可改为选择升级方向 diff --git a/Assets/Scripts/MainGame/Card/CardSubmodules/AttributeSubmodule.cs b/Assets/Scripts/MainGame/Card/CardSubmodules/AttributeSubmodule.cs index 39d65b8c..a5837cfd 100644 --- a/Assets/Scripts/MainGame/Card/CardSubmodules/AttributeSubmodule.cs +++ b/Assets/Scripts/MainGame/Card/CardSubmodules/AttributeSubmodule.cs @@ -111,6 +111,6 @@ namespace Continentis.MainGame.Card public partial class AttributeSubmodule { - public int targetCount => GetRoundCurrentAttribute("TargetCount", -2); + public int targetCount => GetRoundCurrentAttribute(CardAttributes.TargetCount, -2); } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Card/CardSubmodules/ContentSubmodule.cs b/Assets/Scripts/MainGame/Card/CardSubmodules/ContentSubmodule.cs index 1b8a51e5..05884ac1 100644 --- a/Assets/Scripts/MainGame/Card/CardSubmodules/ContentSubmodule.cs +++ b/Assets/Scripts/MainGame/Card/CardSubmodules/ContentSubmodule.cs @@ -22,15 +22,21 @@ namespace Continentis.MainGame.Card /// public bool dirtyMark; + /// + /// 标记:hint shadow 颜色需要刷新,不触发文本重解析 + /// + public bool hintDirtyMark; + public ContentSubmodule(CardInstance card) : base(card) { keywords = card.cardData.keywords; cardName = card.cardData.displayName.Localize(); - cardSprite = card.cardData.cardSprite; + cardSprite = card.cardData.cardSprite ?? MainGameManager.Instance.basePrefabs.defaultCardImage; originalFunctionText = card.cardData.functionText.Localize(); cardRarity = card.cardData.cardRarity; cardType = card.cardData.cardType; dirtyMark = false; + hintDirtyMark = false; Observable.EveryLateUpdate().Subscribe(_ => { @@ -39,11 +45,12 @@ namespace Continentis.MainGame.Card RefreshContent(); dirtyMark = false; } + if (hintDirtyMark) + { + RefreshHintShadow(); + hintDirtyMark = false; + } }).AddTo(card.disposables); - - //CardDescriptionInterpreter.InterpretDescription(card); - //keywords = CardDescriptionInterpreter.GetKeywords(card.cardData.cardDescription); - //Debug.Log($"Extracted Keywords: {string.Join(", ", keywords)}"); } public void RefreshContent() @@ -51,6 +58,19 @@ namespace Continentis.MainGame.Card CardTextInterpreter.InterpretText(owner); owner.handCardView?.Setup(); owner.intentionCardView?.Setup(); + + // 文本刷新后,hint 也需要同步更新 + hintDirtyMark = true; + } + + /// + /// 仅刷新 hint shadow 颜色,不触发文本重解析。 + /// + public void RefreshHintShadow() + { + if (owner.handCardView == null || owner.handCardView.isSelecting) return; + Color? hintColor = owner.cardLogic?.GetHintColor(); + owner.handCardView.UpdateHintShadow(hintColor); } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Card/CardView/CardViewBase.cs b/Assets/Scripts/MainGame/Card/CardView/CardViewBase.cs index 2fde69fa..8de47ceb 100644 --- a/Assets/Scripts/MainGame/Card/CardView/CardViewBase.cs +++ b/Assets/Scripts/MainGame/Card/CardView/CardViewBase.cs @@ -42,7 +42,7 @@ namespace Continentis.MainGame.Card public bool isDuringPlaying; - private void Update() + protected virtual void Update() { if (isHovering) { @@ -110,9 +110,9 @@ namespace Continentis.MainGame.Card cardTypeText.text = this.card.contentSubmodule.cardType.ToString(); staminaCostText.rectTransform.parent.gameObject.SetActive(true); - staminaCostText.text = this.card.attributeSubmodule.GetRoundCurrentAttribute("StaminaCost").ToString(); + staminaCostText.text = this.card.attributeSubmodule.GetRoundCurrentAttribute(CardAttributes.StaminaCost).ToString(); - int manaCost = this.card.attributeSubmodule.GetRoundCurrentAttribute("ManaCost"); + int manaCost = this.card.attributeSubmodule.GetRoundCurrentAttribute(CardAttributes.ManaCost); manaCostText.rectTransform.parent.gameObject.SetActive(manaCost > 0); manaCostText.text = manaCost.ToString(); diff --git a/Assets/Scripts/MainGame/Card/CardView/CardViewFunctions.cs b/Assets/Scripts/MainGame/Card/CardView/CardViewFunctions.cs index 18c9bcaa..b6d8e022 100644 --- a/Assets/Scripts/MainGame/Card/CardView/CardViewFunctions.cs +++ b/Assets/Scripts/MainGame/Card/CardView/CardViewFunctions.cs @@ -43,6 +43,46 @@ namespace Continentis.MainGame.Card } } + /// + /// 根据颜色智能更新提示阴影:null 关闭,非 null 启用对应颜色。 + /// 避免相同颜色重复 tween 导致闪烁。 + /// + public void UpdateHintShadow(Color? color) + { + if (color == null) + { + if (hintShadow.gameObject.activeSelf) + { + DisableHintShadow(); + } + return; + } + + Color targetColor = color.Value; + + if (hintShadow.gameObject.activeSelf) + { + // 已启用:仅在颜色差异足够大时 tween,避免每帧闪烁 + if (!ApproximatelyEqualColor(hintShadow.color, targetColor)) + { + hintShadowTweener?.Kill(); + hintShadowTweener = hintShadow.DOColor(targetColor, 0.2f).Play(); + } + } + else + { + EnableHintShadow(targetColor); + } + } + + private static bool ApproximatelyEqualColor(Color a, Color b, float tolerance = 0.01f) + { + return Mathf.Abs(a.r - b.r) < tolerance + && Mathf.Abs(a.g - b.g) < tolerance + && Mathf.Abs(a.b - b.b) < tolerance + && Mathf.Abs(a.a - b.a) < tolerance; + } + public void EnableSelectShadow() { selectShadow.gameObject.SetActive(true); diff --git a/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs b/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs index a570992b..f9cf3290 100644 --- a/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs +++ b/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs @@ -6,6 +6,7 @@ using Continentis.MainGame.UI; using SLSFramework.General; using UnityEngine; using UnityEngine.EventSystems; +using UnityEngine.InputSystem; namespace Continentis.MainGame.Card { @@ -17,6 +18,32 @@ namespace Continentis.MainGame.Card public List conditionNotMetTargets = new List(); public List invalidTargets = new List(); + #region Multi-Target Selection State + + /// 是否正处于多目标逐次点击选择模式。 + private bool isMultiTargetSelecting; + + /// 多目标模式下已选中的目标列表(可含重复)。 + private readonly List multiTargetSelectedList = new List(); + + /// 多目标模式需要的总选择次数。 + private int multiTargetRequired; + + /// 多目标模式下卡牌固定显示的位置(箭头起点)。 + private Vector3 multiTargetCardAnchor; + + #endregion + + protected override void Update() + { + base.Update(); + + if (isMultiTargetSelecting) + { + HandleMultiTargetInput(); + } + } + public override void OnPointerEnter(PointerEventData eventData) { base.OnPointerEnter(eventData); @@ -78,11 +105,23 @@ namespace Continentis.MainGame.Card card.user = CombatMainManager.Instance.currentCharacter; card.DetectTargetsValidity(out validTargets, out conditionNotMetTargets, out invalidTargets); - if (card.attributeSubmodule.targetCount == 1) + int targetCount = card.attributeSubmodule.targetCount; + + if (targetCount > 1) + { + // 多目标模式:先执行通用的可打出校验 + if (!CheckCanStartPlay()) + { + ResetSelectionState(); + return; + } + EnterMultiTargetMode(targetCount); + } + else if (targetCount == 1) { CombatUIManager.Instance.arrowsPage.GeneratePointerArrow(cardTransform.position, cardTransform.position, true); } - else if (card.attributeSubmodule.targetCount == -1) + else if (targetCount == -1) { CombatUIManager.Instance.arrowsPage.GeneratePointerArrow(cardTransform.position, cardTransform.position, true); @@ -95,6 +134,9 @@ namespace Continentis.MainGame.Card public void OnDrag(PointerEventData eventData) { + // 多目标模式下拖拽无效,交互由 Update 中的点击处理 + if (isMultiTargetSelecting) return; + RectTransform arrowCanvasRect = CombatUIManager.Instance.arrowsPage.rectTransform; Camera uiCamera = CombatUIManager.Instance.uiCamera; Camera worldCamera = CombatUIManager.Instance.combatCamera; @@ -117,7 +159,7 @@ namespace Continentis.MainGame.Card card.contentSubmodule.dirtyMark = true; } - Vector3 startPosition = cardTransform.position; //+ new Vector3(0, cardTransform.rect.height * cardTransform.lossyScale.y / 2, 0); + Vector3 startPosition = cardTransform.position; Vector3 endPosition = SpaceConverter.ScreenPointToUIPoint(arrowCanvasRect, eventData.position, uiCamera); PointerArrow mainPointerArrow = CombatUIManager.Instance.arrowsPage.mainPointerArrow; @@ -222,6 +264,9 @@ namespace Continentis.MainGame.Card public void OnEndDrag(PointerEventData eventData) { + // 多目标模式下,拖拽结束只是从拖拽过渡到点击模式,不做打出判定 + if (isMultiTargetSelecting) return; + CombatCharacterViewBase hoveringCharacterView = CombatUIManager.Instance.hoveringCharacterView; CharacterBase hoveringCharacter = hoveringCharacterView != null ? hoveringCharacterView.character : null; Camera uiCamera = CombatUIManager.Instance.uiCamera; @@ -242,11 +287,7 @@ namespace Continentis.MainGame.Card return; } - if (card.HasKeyword("Unplayable")) // 如果有“不能打出”关键词,直接返回 - { - return; - } - + if (!CheckCanStartPlay()) return; if (!card.HasKeyword("TargetSelf")) { @@ -290,5 +331,211 @@ namespace Continentis.MainGame.Card } } } + + #region Play Validation + + /// + /// 检查卡牌是否可以被打出(Unplayable / Prerequisite 校验)。 + /// 校验失败时会生成提示文本。 + /// + private bool CheckCanStartPlay() + { + if (card.HasKeyword("Unplayable")) + { + return false; + } + + if (!card.HasKeyword("Prerequisite")) + { + CharacterBase currentCharacter = CombatMainManager.Instance.currentCharacter; + List handPile = currentCharacter.deckSubmodule.HandPile; + for (int i = 0; i < handPile.Count; i++) + { + if (handPile[i].HasKeyword("Prerequisite")) + { + MainGameManager.Instance.basePrefabs.GenerateInfoText( + "Keyword_Prerequisite_Warning".Localize(), currentCharacter.characterView); + return false; + } + } + } + + return true; + } + + /// 重置选择状态(不触发 Untargeting 事件)。 + private void ResetSelectionState() + { + isSelecting = false; + isHovering = false; + CombatUIManager.Instance.selectingCardView = null; + canvas.overrideSorting = false; + canvas.sortingOrder = 0; + } + + #endregion + + #region Multi-Target Selection + + /// 进入多目标逐次选择模式。 + private void EnterMultiTargetMode(int required) + { + isMultiTargetSelecting = true; + multiTargetRequired = required; + multiTargetSelectedList.Clear(); + + // 记录卡牌当前位置作为箭头起点锚点 + multiTargetCardAnchor = cardTransform.position; + + UpdateMultiTargetHint(); + } + + /// 多目标模式下的输入处理,在 Update 中调用。 + private void HandleMultiTargetInput() + { + // Escape 取消全部 + if (Keyboard.current.escapeKey.wasPressedThisFrame) + { + ExitMultiTargetMode(); + return; + } + + // 右键撤销上一步 + if (Mouse.current.rightButton.wasPressedThisFrame) + { + UndoLastMultiTarget(); + return; + } + + // 左键选择目标 + if (Mouse.current.leftButton.wasPressedThisFrame) + { + CombatCharacterViewBase hoveringView = CombatUIManager.Instance.hoveringCharacterView; + if (hoveringView == null) return; + + CharacterBase hoveringCharacter = hoveringView.character; + + // 判断是否为有效目标 + if (!validTargets.Contains(hoveringCharacter)) return; + + // 判断是否允许重复选择 + if (!card.HasKeyword(CardKeywords.AllowDuplicateTargets) + && multiTargetSelectedList.Contains(hoveringCharacter)) + { + return; + } + + // 选中目标 + multiTargetSelectedList.Add(hoveringCharacter); + + // 生成固定箭头指向该目标 + RectTransform arrowCanvasRect = CombatUIManager.Instance.arrowsPage.rectTransform; + Camera worldCamera = CombatUIManager.Instance.combatCamera; + Camera uiCamera = CombatUIManager.Instance.uiCamera; + Vector3 targetWorldPos = hoveringView.transform.position; + Vector3 targetUIPos = SpaceConverter.WorldPointToUIPoint( + arrowCanvasRect, targetWorldPos, worldCamera, uiCamera); + + // 第一支箭头为 main,后续为 other + bool isMain = multiTargetSelectedList.Count == 1; + CombatUIManager.Instance.arrowsPage.GeneratePointerArrow( + multiTargetCardAnchor, targetUIPos, isMain); + + // 触发 TargetingEffect 更新伤害预览 + card.Targeting(hoveringCharacter); + card.contentSubmodule.dirtyMark = true; + + UpdateMultiTargetHint(); + + // 检查是否选满 + if (multiTargetSelectedList.Count >= multiTargetRequired) + { + ConfirmMultiTargetPlay(); + } + } + } + + /// 撤销多目标模式下的上一步选择。 + private void UndoLastMultiTarget() + { + if (multiTargetSelectedList.Count > 0) + { + multiTargetSelectedList.RemoveAt(multiTargetSelectedList.Count - 1); + CombatUIManager.Instance.arrowsPage.RemoveLastPointerArrow(); + + // 如果还有已选目标,触发最后一个目标的 TargetingEffect + if (multiTargetSelectedList.Count > 0) + { + card.Targeting(multiTargetSelectedList[^1]); + } + else + { + card.Untargeting(); + } + + card.contentSubmodule.dirtyMark = true; + UpdateMultiTargetHint(); + } + + // 已选归零 → 取消选择,卡牌归位 + if (multiTargetSelectedList.Count == 0) + { + ExitMultiTargetMode(); + } + } + + /// 选满后自动打出。 + private void ConfirmMultiTargetPlay() + { + List targets = new List(multiTargetSelectedList); + + // 清理多目标状态 + isMultiTargetSelecting = false; + multiTargetSelectedList.Clear(); + multiTargetRequired = 0; + CombatUIManager.Instance.arrowsPage.ClearPointerArrows(); + + isSelecting = false; + isHovering = false; + CombatUIManager.Instance.selectingCardView = null; + canvas.overrideSorting = false; + canvas.sortingOrder = 0; + + // 打出卡牌 + if (!card.Play(targets)) + { + card.eventSubmodule.onUntargeting(); + card.contentSubmodule.dirtyMark = true; + } + } + + /// 退出多目标选择模式(取消操作),清理所有状态,卡牌归位。 + private void ExitMultiTargetMode() + { + isMultiTargetSelecting = false; + multiTargetSelectedList.Clear(); + multiTargetRequired = 0; + + CombatUIManager.Instance.arrowsPage.ClearPointerArrows(); + + isSelecting = false; + isHovering = false; + CombatUIManager.Instance.selectingCardView = null; + canvas.overrideSorting = false; + canvas.sortingOrder = 0; + + card.eventSubmodule.onUntargeting(); + card.contentSubmodule.dirtyMark = true; + } + + /// 更新多目标选择的计数提示。 + private void UpdateMultiTargetHint() + { + string hint = $"{multiTargetSelectedList.Count} / {multiTargetRequired}"; + MainGameManager.Instance.basePrefabs.GenerateInfoText( + hint, card.user.characterView, Color.cyan); + } + + #endregion } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Card/Editor/CardDataEditor.cs b/Assets/Scripts/MainGame/Card/Editor/CardDataEditor.cs index 8fa0c5e5..d891609d 100644 --- a/Assets/Scripts/MainGame/Card/Editor/CardDataEditor.cs +++ b/Assets/Scripts/MainGame/Card/Editor/CardDataEditor.cs @@ -145,6 +145,7 @@ namespace Continentis.MainGame.Card categoryName = resolvedCategory; displayName = $"Card_{resolvedMod}_{className}_DisplayName"; functionText = $"Card_{resolvedMod}_{className}_FunctionText"; + descriptionText = $"Card_{resolvedMod}_{className}_Description"; EditorUtility.SetDirty(this); diff --git a/Assets/Scripts/MainGame/Card/LogicComponents/CardLogicComponent_Attack.cs b/Assets/Scripts/MainGame/Card/LogicComponents/CardLogicComponent_Attack.cs index c9999f42..8bd33038 100644 --- a/Assets/Scripts/MainGame/Card/LogicComponents/CardLogicComponent_Attack.cs +++ b/Assets/Scripts/MainGame/Card/LogicComponents/CardLogicComponent_Attack.cs @@ -1,3 +1,4 @@ +using System.Collections.Generic; using Continentis.MainGame.Character; using Continentis.Mods.Basic.Cards; using UnityEngine; @@ -19,66 +20,67 @@ namespace Continentis.MainGame.Card /// /// 设置伤害值 /// - /// 是否为叠加,true为叠加,false为覆盖 - /// 原始伤害值,仅在additive为true时有效,否则被覆盖为BaseDamage + /// 要写入的属性名,默认为 "Damage" /// 伤害增量 - public void SetDamage(int damageOffset, bool additive = false, int originalDamage = 0) + /// 是否为叠加,true为叠加,false为覆盖 + /// 原始伤害值,仅在additive为true时有效 + public void SetDamage(int damageOffset, string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0) { - card.SetVariableAttribute("Damage", damageOffset, additive, originalDamage); + card.SetVariableAttribute(damageAttributeName, damageOffset, additive, originalDamage); } /// /// 默认伤害计算,仅使用卡牌基础伤害(无任何属性加成) /// - public void SetDamage_Default() + public void SetDamage_Default(string damageAttributeName = "Damage") { - SetDamage(0); + SetDamage(0, damageAttributeName); } /// /// 斩击伤害计算,伤害=基础伤害+(力量加成+敏捷加成)/2 /// - public void SetDamage_Slash(bool additive = false, int originalDamage = 0) + public void SetDamage_Slash(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0) { float rawDamageOffsetFromStrength = user.GetRawAttribute("OffsetFromStrength"); float rawDamageOffsetFromAgility = user.GetRawAttribute("OffsetFromAgility"); - SetDamage(Mathf.RoundToInt((rawDamageOffsetFromStrength + rawDamageOffsetFromAgility) / 2f), additive, originalDamage); + SetDamage(Mathf.RoundToInt((rawDamageOffsetFromStrength + rawDamageOffsetFromAgility) / 2f), damageAttributeName, additive, originalDamage); } /// /// 打击伤害计算,伤害=基础伤害+力量加成 /// - public void SetDamage_Strike(bool additive = false, int originalDamage = 0) + public void SetDamage_Strike(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0) { int damageOffset = user.GetAttribute("OffsetFromStrength"); - SetDamage(damageOffset, additive, originalDamage); + SetDamage(damageOffset, damageAttributeName, additive, originalDamage); } /// /// 突刺伤害计算,伤害=基础伤害+敏捷加成 /// - public void SetDamage_Prick(bool additive = false, int originalDamage = 0) + public void SetDamage_Prick(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0) { int damageOffset = user.GetAttribute("OffsetFromAgility"); - SetDamage(damageOffset, additive, originalDamage); + SetDamage(damageOffset, damageAttributeName, additive, originalDamage); } /// /// 奥术伤害计算,伤害=基础伤害+智力加成 /// - public void SetDamage_Arcane(bool additive = false, int originalDamage = 0) + public void SetDamage_Arcane(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0) { int damageOffset = user.GetAttribute("OffsetFromIntelligence"); - SetDamage(damageOffset, additive, originalDamage); + SetDamage(damageOffset, damageAttributeName, additive, originalDamage); } /// /// 契术伤害计算,伤害=基础伤害+魅力加成 /// - public void SetDamage_Sorcery(bool additive = false, int originalDamage = 0) + public void SetDamage_Sorcery(string damageAttributeName = "Damage", bool additive = false, int originalDamage = 0) { int damageOffset = user.GetAttribute("OffsetFromCharisma"); - SetDamage(damageOffset, additive, originalDamage); + SetDamage(damageOffset, damageAttributeName, additive, originalDamage); } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Card/LogicComponents/CardLogicComponent_Defense.cs b/Assets/Scripts/MainGame/Card/LogicComponents/CardLogicComponent_Defense.cs index 826b89f8..d628d9cf 100644 --- a/Assets/Scripts/MainGame/Card/LogicComponents/CardLogicComponent_Defense.cs +++ b/Assets/Scripts/MainGame/Card/LogicComponents/CardLogicComponent_Defense.cs @@ -16,9 +16,9 @@ namespace Continentis.MainGame.Card { card.SetAttribute("DisplayDodge", card.GetAttribute("Dodge")); } - else if(card.HasAttribute("Shield")) + else if(card.HasAttribute("TemporaryHealth")) { - card.SetAttribute("DisplayShield", card.GetAttribute("Shield")); + card.SetAttribute("DisplayTemporaryHealth", card.GetAttribute("TemporaryHealth")); } } @@ -32,9 +32,9 @@ namespace Continentis.MainGame.Card { card.SetAttribute("DisplayDodge", card.GetAttribute("Dodge")); } - else if(card.HasAttribute("Shield")) + else if(card.HasAttribute("TemporaryHealth")) { - card.SetAttribute("DisplayShield", card.GetAttribute("Shield")); + card.SetAttribute("DisplayTemporaryHealth", card.GetAttribute("TemporaryHealth")); } } @@ -102,11 +102,11 @@ namespace Continentis.MainGame.Card } /// - /// 设置护盾值,默认无加成 + /// 设置临时生命值,默认无加成 /// public void SetShield(bool additive = false, int originalShield = 0) { - card.SetVariableAttribute("Shield", 0, additive, originalShield); + card.SetVariableAttribute("TemporaryHealth", 0, additive, originalShield); } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterAttributes.cs.meta b/Assets/Scripts/MainGame/Character/CharacterAttributes.cs.meta deleted file mode 100644 index 6d75d716..00000000 --- a/Assets/Scripts/MainGame/Character/CharacterAttributes.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 97fdf9e2a23cdfa40a8486c04fa81663 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterBase.cs b/Assets/Scripts/MainGame/Character/CharacterBase.cs index 6797d61e..2ccf3c16 100644 --- a/Assets/Scripts/MainGame/Character/CharacterBase.cs +++ b/Assets/Scripts/MainGame/Character/CharacterBase.cs @@ -5,6 +5,7 @@ using Continentis.MainGame.Card; using Continentis.MainGame.Combat; using Lean.Pool; using NaughtyAttributes; +using SLSFramework.General; using SLSFramework.UModAssistance; using UnityEngine; using Object = UnityEngine.Object; @@ -135,7 +136,23 @@ namespace Continentis.MainGame.Character public virtual void Die() { - CombatMainManager.Instance.characterController.RemoveCharacter(this); + // TODO: 1.1c — 死亡动画命令(入队 Cmd_PlayAnimation + VFX),待动画系统完善后替换 + Debug.Log($"[Combat] {data.displayName} 死亡"); + + CharacterBase self = this; + + // 触发 onDeath 事件,供 Buff / 技能系统在角色移除前响应 + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => + { + self.eventSubmodule.onDeath.Invoke(); + CombatMainManager.Instance.eventCollection.onCharacterDeath.Invoke(self); + })); + + // 角色移除:从战场数据结构中清理,并触发胜负检查 + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => + { + CombatMainManager.Instance.characterController.RemoveCharacter(self); + })); } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterBuff/CharacterCombatBuffBase.cs b/Assets/Scripts/MainGame/Character/CharacterBuff/CharacterCombatBuffBase.cs index e118922e..04551fed 100644 --- a/Assets/Scripts/MainGame/Character/CharacterBuff/CharacterCombatBuffBase.cs +++ b/Assets/Scripts/MainGame/Character/CharacterBuff/CharacterCombatBuffBase.cs @@ -1,6 +1,7 @@ using System.Collections.Generic; using System.Linq; using Continentis.MainGame.Card; +using Continentis.MainGame.Combat; using Continentis.MainGame.UI; using SLSFramework.General; using UnityEngine; @@ -100,6 +101,9 @@ namespace Continentis.MainGame.Character (attachedCharacter.characterView.hudContainer.enablingHUDs["CharacterBuffCollection"] as HUD_CharacterBuffCollection) ?.AddBuffIcon(this); } + + // 1.2c — 记录 Buff 首次施加日志 + CombatLogs.Instance?.LogBuffApply(this, attachedCharacter); } else { @@ -114,6 +118,9 @@ namespace Continentis.MainGame.Character public override void Remove() { + // 1.2c — 记录 Buff 移除日志 + CombatLogs.Instance?.LogBuffRemove(this); + OnBuffRemove(); if (iconSubmodule != null) @@ -189,5 +196,15 @@ namespace Continentis.MainGame.Character generalAttributeSubmodule?.RefreshAllModifiedAttributes(); } } + + /// + /// 将一条命令加入 Reaction Lane,确保 Buff 触发的动画/视觉效果 + /// 在当前 Main Lane 命令完成后、下一条 Main Lane 命令执行前播放。 + /// Buff 中需要动画的被动响应(反击、护盾反伤等)应使用此方法入队。 + /// + protected void EnqueueReaction(CommandBase cmd) + { + CommandQueueManager.Instance.AddCommand(cmd, CommandLane.Reaction); + } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterAttributes.cs b/Assets/Scripts/MainGame/Character/CharacterData/CharacterAttributes.cs similarity index 98% rename from Assets/Scripts/MainGame/Character/CharacterAttributes.cs rename to Assets/Scripts/MainGame/Character/CharacterData/CharacterAttributes.cs index 9efdb3a3..5ff43d11 100644 --- a/Assets/Scripts/MainGame/Character/CharacterAttributes.cs +++ b/Assets/Scripts/MainGame/Character/CharacterData/CharacterAttributes.cs @@ -149,5 +149,8 @@ /// 来自魅力的增减益 public const string OffsetFromCharisma = "OffsetFromCharisma"; + + /// 通用增减益 + public const string UniversalOffset = "UniversalOffset"; } } diff --git a/Assets/Scripts/MainGame/Character/CharacterData/CharacterAttributes.cs.meta b/Assets/Scripts/MainGame/Character/CharacterData/CharacterAttributes.cs.meta new file mode 100644 index 00000000..2596f037 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterData/CharacterAttributes.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d62ac580deaf21a428e43e567b08f790 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterLifecycleDispatch.cs b/Assets/Scripts/MainGame/Character/CharacterLifecycleDispatch.cs new file mode 100644 index 00000000..b2154e6c --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterLifecycleDispatch.cs @@ -0,0 +1,77 @@ +using SLSFramework.General; + +namespace Continentis.MainGame.Character +{ + /// + /// 角色生命周期事件的统一分发入口。 + /// 每个 Dispatch 方法按固定顺序触发:角色 → 装备 → Buff → 卡牌, + /// 消除 CombatMainManager 中手动遍历各层级的冗余代码。 + /// + public partial class CharacterBase + { + /// + /// 战斗开始时分发:角色 → 装备 → Buff → 卡牌。 + /// + public void DispatchCombatStart() + { + eventSubmodule.onCombatStart.Invoke(); + equipmentSubmodule.currentEquipments.ForEach(e => e.eventSubmodule.onCombatStart.Invoke()); + combatBuffSubmodule.CombatStart(); + deckSubmodule.GetAllCards().ForEach(c => c.eventSubmodule.onCombatStart.Invoke()); + } + + /// + /// 战斗结束时分发:角色 → 装备 → Buff。 + /// + public void DispatchCombatEnd() + { + eventSubmodule.onCombatEnd.Invoke(); + equipmentSubmodule.currentEquipments.ForEach(e => e.eventSubmodule.onCombatEnd.Invoke()); + combatBuffSubmodule.CombatEnd(); + } + + /// + /// 回合开始时分发:角色 → 装备 → Buff(含回合计数更新) → 卡牌。 + /// + public void DispatchRoundStart() + { + eventSubmodule.onRoundStart.Invoke(); + equipmentSubmodule.currentEquipments.ForEach(e => e.eventSubmodule.onRoundStart.Invoke()); + combatBuffSubmodule.RoundStart(); + deckSubmodule.GetAllCards().ForEach(c => c.eventSubmodule.onRoundStart.Invoke()); + } + + /// + /// 回合结束时分发:角色 → 装备 → Buff → 卡牌。 + /// + public void DispatchRoundEnd() + { + eventSubmodule.onRoundEnd.Invoke(); + equipmentSubmodule.currentEquipments.ForEach(e => e.eventSubmodule.onRoundEnd.Invoke()); + combatBuffSubmodule.RoundEnd(); + deckSubmodule.GetAllCards().ForEach(c => c.eventSubmodule.onRoundEnd.Invoke()); + } + + /// + /// 行动开始时分发:角色 → 装备 → Buff(含行动计数更新) → 卡牌。 + /// + public void DispatchActionStart() + { + eventSubmodule.onActionStart.Invoke(); + equipmentSubmodule.currentEquipments.ForEach(e => e.eventSubmodule.onActionStart.Invoke()); + combatBuffSubmodule.ActionStart(); + deckSubmodule.GetAllCards().ForEach(c => c.eventSubmodule.onActionStart.Invoke()); + } + + /// + /// 行动结束时分发:角色 → 装备 → Buff → 卡牌。 + /// + public void DispatchActionEnd() + { + eventSubmodule.onActionEnd.Invoke(); + equipmentSubmodule.currentEquipments.ForEach(e => e.eventSubmodule.onActionEnd.Invoke()); + combatBuffSubmodule.ActionEnd(); + deckSubmodule.GetAllCards().ForEach(c => c.eventSubmodule.onActionEnd.Invoke()); + } + } +} diff --git a/Assets/Scripts/MainGame/Character/CharacterLifecycleDispatch.cs.meta b/Assets/Scripts/MainGame/Character/CharacterLifecycleDispatch.cs.meta new file mode 100644 index 00000000..2c5a1dd8 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterLifecycleDispatch.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 84dd7cd1188860440897bf13fe67b5bb \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterLogicBase.cs b/Assets/Scripts/MainGame/Character/CharacterLogicBase.cs index ef66a38e..6be79e8d 100644 --- a/Assets/Scripts/MainGame/Character/CharacterLogicBase.cs +++ b/Assets/Scripts/MainGame/Character/CharacterLogicBase.cs @@ -8,9 +8,18 @@ namespace Continentis.MainGame.Character public partial class CharacterLogicBase { protected CharacterBase character; + + /// 在角色被创建后调用,用于注册 Intention 和订阅事件。 public virtual void Initialize(CharacterBase character) { this.character = character; } + + /// + /// 角色 HP 发生变化且百分比穿越整十档时由 回调。 + /// Boss Logic 可重写此方法实现阶段切换。 + /// 范围 [0, 1],例如 0.5 代表剩余 50% 血量。 + /// + public virtual void OnHealthThreshold(float healthPercentage) { } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterMainFunctions.cs b/Assets/Scripts/MainGame/Character/CharacterMainFunctions.cs index ec28743f..36392f73 100644 --- a/Assets/Scripts/MainGame/Character/CharacterMainFunctions.cs +++ b/Assets/Scripts/MainGame/Character/CharacterMainFunctions.cs @@ -79,22 +79,38 @@ namespace Continentis.MainGame.Character public partial class CharacterBase { /// - /// 攻击目标 + /// 攻击目标(新版本,使用 AttackContext 携带标签与来源信息)。 /// - /// 目标 + /// 攻击目标 /// 初始伤害 - /// 是否无视闪避 - /// 是否无视格挡 - /// 是否无视护盾 - /// 实际造成的伤害 - public AttackResult Attack(CharacterBase target, int startDamage, CardInstance attackCard = null, bool triggerAttackEvent = true, bool ignoreDodge = false, bool ignoreBlock = false, bool ignoreShield = false) + /// 攻击上下文(包含来源卡牌、标签等);传 null 等价于默认上下文 + /// 攻击结果 + public AttackResult Attack(CharacterBase target, int startDamage, AttackContext context) { - if (triggerAttackEvent) + context ??= new AttackContext(); + + bool isSilent = context.HasTag(AttackTags.Silent); + bool isHpRemoval = context.HasTag(AttackTags.HpRemoval); + bool isReactive = context.HasTag(AttackTags.Reactive); + bool ignoreDodge = context.HasAnyTag(AttackTags.GuaranteedHit, AttackTags.HpRemoval); + bool ignoreBlock = context.HasAnyTag(AttackTags.Penetrating, AttackTags.HpRemoval); + bool ignoreShield = context.HasAnyTag(AttackTags.HpRemoval); + + // 静默和生命移除均不触发 onStartAttack + if (!isSilent && !isHpRemoval) { eventSubmodule.onStartAttack.Invoke(target); } - //闪避检测:如果闪避成功,直接结束 + // 生命移除:直接扣血,跳过所有防御和事件 + if (isHpRemoval) + { + target.HealthRemoval(startDamage, context); + target.characterView.hudContainer.enablingHUDs["MainAttributesBar"].UpdateHud(); + return new AttackResult(this, target, startDamage, context, false, 0, 0, startDamage); + } + + // 闪避检测 int modifiedStartDamageForDodge = Mathf.RoundToInt(startDamage * GetRawAttribute("DodgeCheckStartDamageMultiplier", 1)); bool dodged = !ignoreDodge && target.CheckDodge(modifiedStartDamageForDodge); @@ -113,25 +129,51 @@ namespace Continentis.MainGame.Character { shielded = remainingDamageAfterBlock - remainingDamageAfterShield; hurt = remainingDamageAfterShield; - target.HealthRemoval(remainingDamageAfterShield); + target.HealthRemoval(remainingDamageAfterShield, context); } } } target.characterView.hudContainer.enablingHUDs["MainAttributesBar"].UpdateHud(); - AttackResult attackResult = new AttackResult(this, target, startDamage, attackCard, dodged, blocked, shielded, hurt); - if (triggerAttackEvent) + AttackResult attackResult = new AttackResult(this, target, startDamage, context, dodged, blocked, shielded, hurt); + + if (!isSilent) { + // 角色 EventSubmodule 级别事件(始终触发,用于日志等) eventSubmodule.onFinishAttack.Invoke(target, attackResult); - combatBuffSubmodule.buffList.For(buff => + target.eventSubmodule.onGetAttacked.Invoke(this, attackResult); + + // Buff 层事件:响应式攻击不触发,防止无限递归 + if (!isReactive) { - buff.eventSubmodule?.onDealAttack.Invoke(attackResult); - }); + combatBuffSubmodule.buffList.For(buff => + { + buff.eventSubmodule?.onDealAttack.Invoke(attackResult); + }); + + target.combatBuffSubmodule.buffList.For(buff => + { + buff.eventSubmodule?.onGetAttacked.Invoke(attackResult); + }); + } } return attackResult; } + /// + /// 攻击目标(兼容旧版 API,内部转换为 AttackContext 调用)。 + /// 新代码请优先使用 Attack(target, damage, AttackContext) 重载。 + /// + public AttackResult Attack(CharacterBase target, int startDamage, CardInstance attackCard = null, bool triggerAttackEvent = true, bool ignoreDodge = false, bool ignoreBlock = false, bool ignoreShield = false) + { + var context = new AttackContext(attackCard); + if (!triggerAttackEvent) context.WithTag(AttackTags.Silent); + if (ignoreDodge) context.WithTag(AttackTags.GuaranteedHit); + if (ignoreBlock) context.WithTag(AttackTags.Penetrating); + return Attack(target, startDamage, context); + } + /// /// 检查闪避(闪避失败后会清空闪避值) /// @@ -145,12 +187,16 @@ namespace Continentis.MainGame.Character { bool success = damage <= dodge; - if (!success) + if (success) + { + MainGameManager.Instance.basePrefabs.GenerateInfoText("Dodged!", characterView); + return true; + } + else { attributeSubmodule.generalAttributeGroup.current["Dodge"] = 0; + return false; } - MainGameManager.Instance.basePrefabs.GenerateInfoText("Dodged!", characterView); - return success; } return false; @@ -190,13 +236,13 @@ namespace Continentis.MainGame.Character } /// - /// 检查护盾(并且扣除护盾值) + /// 检查临时生命(并且扣除临时生命值) /// /// 即将受到的伤害 - /// 护盾之后的剩余伤害 + /// 临时生命吸收后的剩余伤害 public int CheckShield(int damage) { - int shield = attributeSubmodule.GetGeneralAttribute("Shield"); + int shield = attributeSubmodule.GetGeneralAttribute("TemporaryHealth"); if (shield > 0) { @@ -206,12 +252,12 @@ namespace Continentis.MainGame.Character if (!success) { - attributeSubmodule.generalAttributeGroup.current["Shield"] = 0; + attributeSubmodule.generalAttributeGroup.current["TemporaryHealth"] = 0; remainingDamage = damage - shield; } else { - attributeSubmodule.generalAttributeGroup.current["Shield"] = shield - damage; + attributeSubmodule.generalAttributeGroup.current["TemporaryHealth"] = shield - damage; blockedDamage = damage; } @@ -222,11 +268,68 @@ namespace Continentis.MainGame.Character return damage; } - public void HealthRemoval(int damage) + public void HealthRemoval(int damage, AttackContext context = null) { + int healthBefore = GetAttribute("Health"); ModifyAttribute("Health", -damage); - MainGameManager.Instance.basePrefabs.GenerateHurtText(damage, characterView); + int healthAfter = GetAttribute("Health"); + int maxHealth = GetAttribute("MaximumHealth"); + Color dmgTextColor = Color.white; + if (context is { damageKeywords: { Count: > 0 } }) + { + foreach (string elementTag in MainGameManager.Instance.elementTags) + { + if (context.damageKeywords.Contains(elementTag)) + { + switch (elementTag) + { + case "Fire": + dmgTextColor = Color.red; + break; + case "Ice": + dmgTextColor = Color.cyan; + break; + case "Wind": + dmgTextColor = Color.lightGreen; + break; + case "Earth": + dmgTextColor = Color.darkGoldenRod; + break; + case "Storm": + dmgTextColor = Color.magenta; + break; + case "Light": + dmgTextColor = Color.yellowNice; + break; + case "Darkness": + dmgTextColor = Color.rebeccaPurple; + break; + default: + dmgTextColor = Color.white; + break; + } + } + } + } + + MainGameManager.Instance.basePrefabs.GenerateHurtText(damage, characterView, dmgTextColor); + // 血量百分比阈值检查:穿越整十档时通知 LogicBase(如 Boss 阶段切换) + if (maxHealth > 0 && logicBase != null) + { + float percentBefore = (float)healthBefore / maxHealth; + float percentAfter = (float)healthAfter / maxHealth; + // 找出所有被穿越的整十档(从高到低依次触发) + for (int threshold = 9; threshold >= 0; threshold--) + { + float t = threshold * 0.1f; + if (percentBefore > t && percentAfter <= t) + { + logicBase.OnHealthThreshold(t); + } + } + } + if (GetAttribute("Health") <= 0) { Die(); @@ -282,15 +385,15 @@ namespace Continentis.MainGame.Character } /// - /// 添加护盾(护盾不会自动清空) + /// 添加临时生命(不会自动清空) /// public void AddShield(int shield, CharacterBase target = null) { - int baseShieldAfterOffset = shield + GetAttribute("ShieldGainOffset"); - int finalShield = Mathf.RoundToInt(baseShieldAfterOffset * GetRawAttribute("ShieldGainMultiplier", 1)); + int baseShieldAfterOffset = shield + GetAttribute("TemporaryHealthGainOffset"); + int finalShield = Mathf.RoundToInt(baseShieldAfterOffset * GetRawAttribute("TemporaryHealthGainMultiplier", 1)); target ??= this; - target.ModifyAttribute("Shield", finalShield); + target.ModifyAttribute("TemporaryHealth", finalShield); target.characterView.hudContainer.UpdateAllHUD(); } } @@ -355,8 +458,8 @@ namespace Continentis.MainGame.Character } intended.Add(new IntendedCard(card, targets)); - remainingStamina -= card.GetAttribute("StaminaCost"); - remainingMana -= card.GetAttribute("ManaCost"); + remainingStamina -= card.GetAttribute(CardAttributes.StaminaCost); + remainingMana -= card.GetAttribute(CardAttributes.ManaCost); } // 行动力不足则跳过该卡 } @@ -398,8 +501,8 @@ namespace Continentis.MainGame.Character intended.Add(new IntendedCard(chosen, targets)); normal.Remove(chosen); - remainingStamina -= chosen.GetAttribute("StaminaCost"); - remainingMana -= chosen.GetAttribute("ManaCost"); + remainingStamina -= chosen.GetAttribute(CardAttributes.StaminaCost); + remainingMana -= chosen.GetAttribute(CardAttributes.ManaCost); } } @@ -408,8 +511,8 @@ namespace Continentis.MainGame.Character bool CanAfford(CardInstance card, int stamina, int mana) { - return card.GetAttribute("StaminaCost") <= stamina && - card.GetAttribute("ManaCost") <= mana; + return card.GetAttribute(CardAttributes.StaminaCost) <= stamina && + card.GetAttribute(CardAttributes.ManaCost) <= mana; } public bool CheckAvailabilityAndSetTargets(CardInstance card, out List targets) diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/CombatBuffSubmodule.cs b/Assets/Scripts/MainGame/Character/CharacterSubmodules/CombatBuffSubmodule.cs index 919f2bee..ddd9b83f 100644 --- a/Assets/Scripts/MainGame/Character/CharacterSubmodules/CombatBuffSubmodule.cs +++ b/Assets/Scripts/MainGame/Character/CharacterSubmodules/CombatBuffSubmodule.cs @@ -60,6 +60,16 @@ namespace Continentis.MainGame.Character public partial class CombatBuffSubmodule { + public void CombatStart() + { + buffList.For(buff => buff.eventSubmodule?.onCombatStart?.Invoke()); + } + + public void CombatEnd() + { + buffList.For(buff => buff.eventSubmodule?.onCombatEnd?.Invoke()); + } + public void RoundStart() { buffList.For(buff => buff.roundCountSubmodule?.Update()); @@ -73,13 +83,13 @@ namespace Continentis.MainGame.Character public void ActionStart() { - Debug.Log($"{owner.data.displayName} is starting an action. Current action count this round: {owner.actionCountThisRound}"); + //Debug.Log($"{owner.data.displayName} is starting an action. Current action count this round: {owner.actionCountThisRound}"); if (owner.actionCountThisRound == 0) { - Debug.Log($"{owner.data.displayName} is starting their first action this round. Buff count of {buffList.Count} will update their round first action counts."); + //Debug.Log($"{owner.data.displayName} is starting their first action this round. Buff count of {buffList.Count} will update their round first action counts."); buffList.For(buff => { - Debug.Log($"Updating round first action count for buff: {buff.contentSubmodule.displayName}"); + //Debug.Log($"Updating round first action count for buff: {buff.contentSubmodule.displayName}"); buff.roundFirstActionCountSubmodule?.Update(); }); } diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule.meta b/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule.meta new file mode 100644 index 00000000..0978d5c1 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6a7e70a75f86711418ab773b6494763e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule.cs b/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule/DeckSubmodule.cs similarity index 86% rename from Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule.cs rename to Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule/DeckSubmodule.cs index 4827a45d..66fee876 100644 --- a/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule.cs +++ b/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule/DeckSubmodule.cs @@ -14,15 +14,17 @@ namespace Continentis.MainGame.Character public DeckSubmodule(CharacterBase character) : base(character) { - piles = new Dictionary>(); - piles.Add("Storage", new List()); - piles.Add("Hand", new List()); - piles.Add("Draw", new List()); - piles.Add("Discard", new List()); - piles.Add("Exhaust", new List()); - piles.Add("Grave", new List()); - piles.Add("Pool", new List()); - piles.Add("Intention", new List()); + piles = new Dictionary> + { + { Piles.Storage, new List() }, + { Piles.Hand, new List() }, + { Piles.Draw, new List() }, + { Piles.Discard, new List() }, + { Piles.Exhaust, new List() }, + { Piles.Grave, new List() }, + { Piles.Pool, new List() }, + { Piles.Intention, new List() } + }; } } @@ -51,11 +53,11 @@ namespace Continentis.MainGame.Character if (cardCount > DrawPile.Count && DiscardPile.Count > 0) { - Debug.Log("抽牌堆牌数不足,且弃牌堆有牌,正在洗牌..."); + //Debug.Log("抽牌堆牌数不足,且弃牌堆有牌,正在洗牌..."); ReshuffleDeck(); } - Debug.Log($"准备抽取 {cardCount} 张卡牌。"); + //Debug.Log($"准备抽取 {cardCount} 张卡牌。"); return new CommandGroup(ExecutionMode.Sequential, new Cmd_DrawCards(this, cardCount, interval), @@ -71,7 +73,7 @@ namespace Continentis.MainGame.Character if (drawCardsGroup.groupContext.TryGet(CommandContextKeys.DrawnCards, out List cards)) return cards; - Debug.LogWarning("[DeckSubmodule] groupContext 中未找到 DrawnCards。"); + //Debug.LogWarning("[DeckSubmodule] groupContext 中未找到 DrawnCards。"); return new List(); } @@ -232,13 +234,13 @@ namespace Continentis.MainGame.Character throw new KeyNotFoundException($"Pile '{pileName}' not found."); } - public List StoragePile => Pile("Storage"); - public List HandPile => Pile("Hand"); - public List DrawPile => Pile("Draw"); - public List DiscardPile => Pile("Discard"); - public List ExhaustPile => Pile("Exhaust"); - public List GravePile => Pile("Grave"); - public List PoolPile => Pile("Pool"); - public List IntentionPile => Pile("Intention"); + public List StoragePile => Pile(Piles.Storage); + public List HandPile => Pile(Piles.Hand); + public List DrawPile => Pile(Piles.Draw); + public List DiscardPile => Pile(Piles.Discard); + public List ExhaustPile => Pile(Piles.Exhaust); + public List GravePile => Pile(Piles.Grave); + public List PoolPile => Pile(Piles.Pool); + public List IntentionPile => Pile(Piles.Intention); } } diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule.cs.meta b/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule/DeckSubmodule.cs.meta similarity index 100% rename from Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule.cs.meta rename to Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule/DeckSubmodule.cs.meta diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule/Piles.cs b/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule/Piles.cs new file mode 100644 index 00000000..efc9d57c --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule/Piles.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +namespace Continentis.MainGame +{ + public static class Piles + { + public static string Storage = "Storage"; + public static string Hand = "Hand"; + public static string Draw = "Draw"; + public static string Discard = "Discard"; + public static string Exhaust = "Exhaust"; + public static string Grave = "Grave"; + public static string Pool = "Pool"; + public static string Intention = "Intention"; + } +} \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule/Piles.cs.meta b/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule/Piles.cs.meta new file mode 100644 index 00000000..21260329 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule/Piles.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4cc14aaaad81bf3428dc9c19c1138a5d \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/EventSubmodule.cs b/Assets/Scripts/MainGame/Character/CharacterSubmodules/EventSubmodule.cs index 4263eb58..602442ef 100644 --- a/Assets/Scripts/MainGame/Character/CharacterSubmodules/EventSubmodule.cs +++ b/Assets/Scripts/MainGame/Character/CharacterSubmodules/EventSubmodule.cs @@ -24,6 +24,9 @@ namespace Continentis.MainGame.Character public OrderedDictionary>> onBeforePlayCard; //使用卡牌前,参数为使用的卡牌 public OrderedDictionary>> onAfterPlayCard; //使用卡牌后,参数为使用的卡牌 + /// 角色死亡时触发,供 Buff / 技能系统订阅响应 + public OrderedDictionary onDeath; //角色死亡时 + public EventSubmodule(CharacterBase character) : base(character) { onCombatStart = new OrderedDictionary(); @@ -42,6 +45,8 @@ namespace Continentis.MainGame.Character onBeforePlayCard = new OrderedDictionary>>(); onAfterPlayCard = new OrderedDictionary>>(); + onDeath = new OrderedDictionary(); + onActionStart.InsertByPriority("StaminaRecover", new PrioritizedAction(() => { owner.ModifyAttribute("Stamina", owner.GetAttribute("StaminaRecoverPerAction")); @@ -89,15 +94,19 @@ namespace Continentis.MainGame.Character public int blockedDamage; //格挡掉的伤害 public int shieldedDamage; //护盾吸收的伤害 public int hurtDamage; //实际受到的伤害 + + /// 本次攻击的上下文,包含标签等扩展信息。 + public AttackContext context; public bool IsHurt => hurtDamage > 0; //是否实际受到伤害 - public AttackResult(CharacterBase attacker, CharacterBase target, int startDamage, CardInstance attackCard, bool isDodged, int blocked, int shielded, int hurt) + public AttackResult(CharacterBase attacker, CharacterBase target, int startDamage, AttackContext context, bool isDodged, int blocked, int shielded, int hurt) { this.attacker = attacker; this.target = target; - this.attackCard = attackCard; + this.attackCard = context?.sourceCard; this.startDamage = startDamage; + this.context = context ?? new AttackContext(); this.isDodged = isDodged; this.blockedDamage = blocked; this.shieldedDamage = shielded; diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule.meta b/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule.meta new file mode 100644 index 00000000..00295a81 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 30d25484995a4fb45a05436995e9a0fa +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule.cs b/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule/IntentionSubmodule.cs similarity index 58% rename from Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule.cs rename to Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule/IntentionSubmodule.cs index c05b00ce..36da7c55 100644 --- a/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule.cs +++ b/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule/IntentionSubmodule.cs @@ -2,12 +2,13 @@ using System; using System.Collections.Generic; using Continentis.MainGame.Card; using SLSFramework.General; +using SoftCircuits.Collections; using UnityEngine; using UnityEngine.Events; namespace Continentis.MainGame.Character { - public class IntentionSubmodule : SubmoduleBase + public partial class IntentionSubmodule : SubmoduleBase { public List allIntentions; public IntentionBase currentIntention; @@ -15,12 +16,25 @@ namespace Continentis.MainGame.Character public List intendedCards; + /// 意图卡被移除后触发,参数为被移除的 IntendedCard 和它原来所在的索引。 + public OrderedDictionary> onIntendedCardRemoved; + + /// 意图卡被替换后触发,参数为旧 IntendedCard、新 IntendedCard 和所在的索引。 + public OrderedDictionary> onIntendedCardReplaced; + + /// 意图卡被插入后触发,参数为新 IntendedCard 和插入的索引。 + public OrderedDictionary> onIntendedCardInserted; + public IntentionSubmodule(CharacterBase owner) : base(owner) { allIntentions = new List(); currentIntention = new IntentionBase(this); getIntendedCards = owner.GetIntendedCards; intendedCards = new List(); + + onIntendedCardRemoved = new OrderedDictionary>(); + onIntendedCardReplaced = new OrderedDictionary>(); + onIntendedCardInserted = new OrderedDictionary>(); } } @@ -71,6 +85,10 @@ namespace Continentis.MainGame.Character } - + /// NPC 本回合出牌前调用,可用于播放蓄力台词、切换动画状态等。 + public virtual void PreAction() { } + + /// NPC 本回合全部卡牌出完后调用,可用于播放结束台词、重置状态等。 + public virtual void PostAction() { } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule.cs.meta b/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule/IntentionSubmodule.cs.meta similarity index 100% rename from Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule.cs.meta rename to Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule/IntentionSubmodule.cs.meta diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule/IntentionSubmodule_Functions.cs b/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule/IntentionSubmodule_Functions.cs new file mode 100644 index 00000000..d51a7be7 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule/IntentionSubmodule_Functions.cs @@ -0,0 +1,238 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using Continentis.MainGame.Card; +using SLSFramework.General; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace Continentis.MainGame.Character +{ + public partial class IntentionSubmodule + { + // ────────────────────────────────────────────────────────────── + // 原子操作层 + // ────────────────────────────────────────────────────────────── + + /// 移除指定位置的意图卡并销毁其视图。 + /// 被移除的 IntendedCard,索引越界时返回 null。 + public IntendedCard RemoveIntendedCardAt(int index) + { + if (!IsValidIndex(index)) return null; + + IntendedCard removed = intendedCards[index]; + removed.cardInstance.DestroyIntentionCardView(); + intendedCards.RemoveAt(index); + + onIntendedCardRemoved.Invoke(removed, index); + return removed; + } + + /// 替换指定位置的意图卡,销毁旧视图并生成新视图。 + /// 被替换掉的旧 IntendedCard,索引越界时返回 null。 + public IntendedCard ReplaceIntendedCardAt(int index, IntendedCard newCard) + { + if (!IsValidIndex(index)) return null; + if (newCard == null) + { + Debug.LogWarning("[IntentionSubmodule] ReplaceIntendedCardAt: newCard is null, performing remove instead."); + return RemoveIntendedCardAt(index); + } + + IntendedCard oldCard = intendedCards[index]; + oldCard.cardInstance.DestroyIntentionCardView(); + + intendedCards[index] = newCard; + newCard.cardInstance.GenerateIntentionCardView(); + + // 设置文本解析目标 + if (newCard.targets.Count > 0) + { + newCard.cardInstance.Targeting(newCard.targets[0]); + newCard.cardInstance.contentSubmodule.dirtyMark = true; + } + + onIntendedCardReplaced.Invoke(oldCard, newCard, index); + return oldCard; + } + + /// 在指定位置插入一张新意图卡并生成视图。 + public void InsertIntendedCard(int index, IntendedCard newCard) + { + if (newCard == null) + { + Debug.LogWarning("[IntentionSubmodule] InsertIntendedCard: newCard is null, insertion skipped."); + return; + } + + int clampedIndex = Mathf.Clamp(index, 0, intendedCards.Count); + intendedCards.Insert(clampedIndex, newCard); + newCard.cardInstance.GenerateIntentionCardView(); + + // 设置文本解析目标 + if (newCard.targets.Count > 0) + { + newCard.cardInstance.Targeting(newCard.targets[0]); + newCard.cardInstance.contentSubmodule.dirtyMark = true; + } + + onIntendedCardInserted.Invoke(newCard, clampedIndex); + } + + /// 在末尾追加一张新意图卡并生成视图。 + public void AddIntendedCard(IntendedCard newCard) + { + InsertIntendedCard(intendedCards.Count, newCard); + } + + // ────────────────────────────────────────────────────────────── + // 查询 / 工具层 + // ────────────────────────────────────────────────────────────── + + /// 返回 intendedCards 中的随机索引,列表为空时返回 -1。 + public int GetRandomIntendedCardIndex() + { + return intendedCards.Count == 0 ? -1 : Random.Range(0, intendedCards.Count); + } + + /// + /// 使用过滤器从 intendedCards 中筛选出符合条件的意图卡索引列表。 + /// + /// 返回 true 表示该意图卡通过筛选。 + public List GetFilteredIntendedCardIndices(Func filter) + { + List result = new List(); + for (int i = 0; i < intendedCards.Count; i++) + { + if (filter(intendedCards[i])) + result.Add(i); + } + return result; + } + + /// + /// 使用过滤器从 intendedCards 中随机选取一个符合条件的意图卡索引。 + /// + /// 随机索引,无符合条件的意图卡时返回 -1。 + public int GetRandomFilteredIntendedCardIndex(Func filter) + { + List filtered = GetFilteredIntendedCardIndices(filter); + return filtered.Count == 0 ? -1 : filtered[Random.Range(0, filtered.Count)]; + } + + /// + /// 尝试从 PoolPile 中获取一张可替换的随机卡牌(排除当前已在 intendedCards 中的卡牌)。 + /// + /// 生成的 IntendedCard,失败时为 null。 + /// 是否检查体力/法力消耗。 + /// 是否成功找到可替换的卡牌。 + public bool TryGetRandomReplacementCard(out IntendedCard result, bool checkAffordability = false) + { + result = null; + + HashSet currentCards = new HashSet( + intendedCards.Select(ic => ic.cardInstance)); + + List candidates = owner.deckSubmodule.PoolPile + .Where(card => !currentCards.Contains(card) && !card.weightSubmodule.forceIgnore) + .ToList(); + + if (checkAffordability) + { + int stamina = owner.GetAttribute(CharacterAttributes.Stamina); + int mana = owner.GetAttribute(CharacterAttributes.Mana); + candidates = candidates.Where(card => + card.GetAttribute(CardAttributes.StaminaCost) <= stamina && + card.GetAttribute(CardAttributes.ManaCost) <= mana).ToList(); + } + + if (candidates.Count == 0) return false; + + CardInstance chosen = candidates[Random.Range(0, candidates.Count)]; + if (!owner.CheckAvailabilityAndSetTargets(chosen, out List targets)) + return false; + + result = new IntendedCard(chosen, targets); + return true; + } + + // ────────────────────────────────────────────────────────────── + // 组合操作层 + // ────────────────────────────────────────────────────────────── + + /// 随机移除一张意图卡。 + /// 被移除的 IntendedCard,列表为空时返回 null。 + public IntendedCard RemoveRandomIntendedCard() + { + int index = GetRandomIntendedCardIndex(); + return index < 0 ? null : RemoveIntendedCardAt(index); + } + + /// + /// 随机移除一张符合过滤条件的意图卡。 + /// + /// 返回 true 表示该意图卡可被移除。 + /// 被移除的 IntendedCard,无符合条件的意图卡时返回 null。 + public IntendedCard RemoveRandomIntendedCard(Func filter) + { + int index = GetRandomFilteredIntendedCardIndex(filter); + return index < 0 ? null : RemoveIntendedCardAt(index); + } + + /// + /// 随机将一张意图卡替换为 PoolPile 中的另一张卡牌。 + /// 若无可替换卡牌则降级为移除。 + /// + /// 是否检查体力/法力消耗。 + /// 操作是否成功执行(移除或替换均算成功)。 + public bool ChangeRandomIntendedCard(bool checkAffordability = false) + { + int index = GetRandomIntendedCardIndex(); + if (index < 0) return false; + + if (TryGetRandomReplacementCard(out IntendedCard replacement, checkAffordability)) + { + ReplaceIntendedCardAt(index, replacement); + } + else + { + RemoveIntendedCardAt(index); + } + return true; + } + + /// + /// 随机将一张符合过滤条件的意图卡替换为 PoolPile 中的另一张卡牌。 + /// 若无可替换卡牌则降级为移除。 + /// + /// 返回 true 表示该意图卡可被替换。 + /// 是否检查体力/法力消耗。 + /// 操作是否成功执行。 + public bool ChangeRandomIntendedCard(Func filter, bool checkAffordability = false) + { + int index = GetRandomFilteredIntendedCardIndex(filter); + if (index < 0) return false; + + if (TryGetRandomReplacementCard(out IntendedCard replacement, checkAffordability)) + { + ReplaceIntendedCardAt(index, replacement); + } + else + { + RemoveIntendedCardAt(index); + } + return true; + } + + // ────────────────────────────────────────────────────────────── + // 内部工具 + // ────────────────────────────────────────────────────────────── + + private bool IsValidIndex(int index) + { + if (index >= 0 && index < intendedCards.Count) return true; + Debug.LogWarning($"[IntentionSubmodule] Index {index} out of range (count: {intendedCards.Count})."); + return false; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule/IntentionSubmodule_Functions.cs.meta b/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule/IntentionSubmodule_Functions.cs.meta new file mode 100644 index 00000000..c72c32b5 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterSubmodules/IntentionSubmodule/IntentionSubmodule_Functions.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 41e6e47005c77fb4994040c6b9763669 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterView/CombatCharacterViewBase.cs b/Assets/Scripts/MainGame/Character/CharacterView/CombatCharacterViewBase.cs index f7eaa354..9629298f 100644 --- a/Assets/Scripts/MainGame/Character/CharacterView/CombatCharacterViewBase.cs +++ b/Assets/Scripts/MainGame/Character/CharacterView/CombatCharacterViewBase.cs @@ -14,7 +14,6 @@ namespace Continentis.MainGame.Character public GameObject mainView; public Animator animator; public AnimatorPlus2D animatorPlus2D; - public SerializableDictionary animations; public Collider selector; @@ -26,7 +25,16 @@ namespace Continentis.MainGame.Character public List spriteRenderers; public List materials; + + /// + /// 当前使用的动画驱动器,由 Initialize 时自动检测。 + /// 外部通过此属性调用 PlayAction / ReturnToIdle 等方法。 + /// + public ICharacterAnimator CharacterAnimator { get; private set; } + /// + /// 初始化角色视图:收集 SpriteRenderer / Material,自动检测并初始化动画驱动器。 + /// public void Initialize(CharacterBase character) { this.character = character; @@ -39,21 +47,18 @@ namespace Continentis.MainGame.Character } SetOutline(false); - animations = new SerializableDictionary(); - - foreach (KeyValuePair anim in character.data.animations) + // 自动检测动画驱动器:优先级 Spine > Frame > Static + CharacterAnimator = GetComponent() as ICharacterAnimator + ?? GetComponent() as ICharacterAnimator + ?? GetComponent() as ICharacterAnimator; + + if (CharacterAnimator != null) { - animations.Add(anim.Key, anim.Value); - } - - if (animations.TryGetValue("Idle", out AnimationClip idle)) - { - animatorPlus2D.defaultIdleClip = idle; - animatorPlus2D.Initialize(); + CharacterAnimator.InitializeAnimator(this); } else { - throw new Exception($"No Idle animation found for character {character.data.displayName}"); + Debug.LogWarning($"[CharacterView] 角色 '{character.data.displayName}' 未挂载任何 ICharacterAnimator 实现,无动画驱动器。"); } } } diff --git a/Assets/Scripts/MainGame/Character/CharacterView/FrameAnimator.cs b/Assets/Scripts/MainGame/Character/CharacterView/FrameAnimator.cs new file mode 100644 index 00000000..6e7a5bdd --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterView/FrameAnimator.cs @@ -0,0 +1,108 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using AnimatorPlus; +using SLSFramework.General; +using UnityEngine; + +namespace Continentis.MainGame.Character +{ + /// + /// Tier 2 动画驱动器:帧动画方案,基于 AnimatorPlus2D + AnimationClip。 + /// 通过 CharacterData.animations 映射表驱动 Sprite Sheet 帧动画。 + /// 适合有完整帧动画序列的像素风角色(如 PixelFantasy 系列)。 + /// + public class FrameAnimator : MonoBehaviour, ICharacterAnimator + { + private AnimatorPlus2D _animatorPlus; + private SerializableDictionary _animations; + private Coroutine _completionCoroutine; + + // ── ICharacterAnimator ────────────────────────────────────────────── + + /// + /// 初始化:从 CombatCharacterViewBase 获取 AnimatorPlus2D 引用和动画映射表。 + /// + public void InitializeAnimator(CombatCharacterViewBase view) + { + _animatorPlus = view.animatorPlus2D; + + // 从 CharacterData 拷贝动画映射 + _animations = new SerializableDictionary(); + foreach (KeyValuePair pair in view.character.data.animations) + { + _animations.Add(pair.Key, pair.Value); + } + + // 设置 Idle 并初始化 Playable Graph + if (_animations.TryGetValue("Idle", out AnimationClip idle)) + { + _animatorPlus.defaultIdleClip = idle; + _animatorPlus.Initialize(); + } + else + { + Debug.LogError($"[FrameAnimator] 角色 '{view.character.data.displayName}' 缺少 Idle 动画,无法初始化。"); + } + } + + /// + /// 播放指定动作的 AnimationClip,播完自动回 Idle 并触发回调。 + /// + public void PlayAction(string actionName, float speed = 1f, Action onComplete = null) + { + StopCompletionCoroutine(); + + if (!_animations.TryGetValue(actionName, out AnimationClip clip)) + { + Debug.LogWarning($"[FrameAnimator] 找不到动画 '{actionName}',跳过播放。"); + onComplete?.Invoke(); + return; + } + + _animatorPlus.Play(clip, speed); + + // 动画播完后触发回调(AnimatorPlus2D 自动回 Idle,此处仅等待时长) + if (onComplete != null) + { + float duration = clip.length / Mathf.Max(speed, 0.01f); + _completionCoroutine = StartCoroutine(WaitForCompletion(duration, onComplete)); + } + } + + /// + /// 立即停止当前动作,切回 Idle。 + /// + public void ReturnToIdle() + { + StopCompletionCoroutine(); + _animatorPlus.Stop(); + } + + /// + /// 暂停或恢复 PlayableGraph。 + /// + public void SetPause(bool isPaused) + { + _animatorPlus.SetPause(isPaused); + } + + // ── 内部逻辑 ──────────────────────────────────────────────────────── + + private IEnumerator WaitForCompletion(float duration, Action onComplete) + { + yield return new WaitForSeconds(duration); + onComplete?.Invoke(); + _completionCoroutine = null; + } + + private void StopCompletionCoroutine() + { + if (_completionCoroutine != null) + { + StopCoroutine(_completionCoroutine); + _completionCoroutine = null; + } + } + } +} diff --git a/Assets/Scripts/MainGame/Character/CharacterView/FrameAnimator.cs.meta b/Assets/Scripts/MainGame/Character/CharacterView/FrameAnimator.cs.meta new file mode 100644 index 00000000..3133b775 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterView/FrameAnimator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 63273f95cd581594d85ac454f2395265 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterView/ICharacterAnimator.cs b/Assets/Scripts/MainGame/Character/CharacterView/ICharacterAnimator.cs new file mode 100644 index 00000000..efd38d14 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterView/ICharacterAnimator.cs @@ -0,0 +1,36 @@ +using System; + +namespace Continentis.MainGame.Character +{ + /// + /// 角色动画驱动器统一接口。 + /// 由具体的 MonoBehaviour 实现,挂载在角色 Prefab 上, + /// CombatCharacterViewBase 在初始化时自动检测并持有引用。 + /// + public interface ICharacterAnimator + { + /// + /// 初始化动画驱动器,由 CombatCharacterViewBase.Initialize() 调用。 + /// + void InitializeAnimator(CombatCharacterViewBase view); + + /// + /// 播放指定名称的动作(如 "Attack"、"Hit"、"Skill")。 + /// 播放完毕后自动回到 Idle,并触发 onComplete 回调。 + /// + /// 动作名称,需与 CharacterData.animations 的 Key 一致。 + /// 播放速度倍率,默认 1.0。 + /// 动作播放完毕后的回调,可为 null。 + void PlayAction(string actionName, float speed = 1f, Action onComplete = null); + + /// + /// 立即切回 Idle 状态。 + /// + void ReturnToIdle(); + + /// + /// 暂停或恢复动画播放。 + /// + void SetPause(bool isPaused); + } +} diff --git a/Assets/Scripts/MainGame/Character/CharacterView/ICharacterAnimator.cs.meta b/Assets/Scripts/MainGame/Character/CharacterView/ICharacterAnimator.cs.meta new file mode 100644 index 00000000..a11c04d3 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterView/ICharacterAnimator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6a4fe7995a9658f4580e2984545da6ff \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterView/SpineAnimator.cs b/Assets/Scripts/MainGame/Character/CharacterView/SpineAnimator.cs new file mode 100644 index 00000000..cdff51a2 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterView/SpineAnimator.cs @@ -0,0 +1,52 @@ +using System; +using UnityEngine; + +namespace Continentis.MainGame.Character +{ + /// + /// Tier 3 动画驱动器:Spine 骨骼动画(预留接口)。 + /// 美术资源到位后,接入 Spine-Unity Runtime 的 SkeletonAnimation API。 + /// + /// 预期实现思路: + /// - InitializeAnimator:获取 SkeletonAnimation 引用,设置 Idle 动画 + /// - PlayAction:调用 SkeletonAnimation.AnimationState.SetAnimation() + /// - 利用 Spine 事件系统触发攻击命中帧、特效帧等 + /// - 支持动画混合(如上半身攻击 + 下半身移动) + /// + public class SpineAnimator : MonoBehaviour, ICharacterAnimator + { + // TODO: Spine Runtime 引用 + // private SkeletonAnimation _skeleton; + + public void InitializeAnimator(CombatCharacterViewBase view) + { + Debug.LogWarning("[SpineAnimator] Spine 动画驱动器尚未实装,当前为占位。"); + // TODO: 获取 SkeletonAnimation 组件 + // _skeleton = view.mainView.GetComponent(); + // _skeleton.AnimationState.SetAnimation(0, "idle", true); + } + + public void PlayAction(string actionName, float speed = 1f, Action onComplete = null) + { + Debug.LogWarning($"[SpineAnimator] PlayAction('{actionName}') 未实装。"); + // TODO: + // var entry = _skeleton.AnimationState.SetAnimation(0, actionName, false); + // entry.TimeScale = speed; + // entry.Complete += _ => { + // _skeleton.AnimationState.SetAnimation(0, "idle", true); + // onComplete?.Invoke(); + // }; + onComplete?.Invoke(); + } + + public void ReturnToIdle() + { + // TODO: _skeleton.AnimationState.SetAnimation(0, "idle", true); + } + + public void SetPause(bool isPaused) + { + // TODO: _skeleton.timeScale = isPaused ? 0f : 1f; + } + } +} diff --git a/Assets/Scripts/MainGame/Character/CharacterView/SpineAnimator.cs.meta b/Assets/Scripts/MainGame/Character/CharacterView/SpineAnimator.cs.meta new file mode 100644 index 00000000..078d0a68 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterView/SpineAnimator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d607d72147dad7441aca976ff675e6f2 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CharacterView/StaticSpriteAnimator.cs b/Assets/Scripts/MainGame/Character/CharacterView/StaticSpriteAnimator.cs new file mode 100644 index 00000000..8235eef3 --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterView/StaticSpriteAnimator.cs @@ -0,0 +1,176 @@ +using System; +using System.Collections.Generic; +using DG.Tweening; +using SLSFramework.General; +using UnityEngine; + +namespace Continentis.MainGame.Character +{ + /// + /// Tier 1 动画驱动器:静态图片切换 + DOTween 位移。 + /// 不使用 AnimationClip,通过切换 SpriteRenderer.sprite 表现不同动作。 + /// 适合尚无帧动画资源的角色,或仅有立绘/静态图片的简易角色。 + /// + public class StaticSpriteAnimator : MonoBehaviour, ICharacterAnimator + { + [Header("Sprite 映射")] + [Tooltip("动作名称 → Sprite 映射表,Key 需与 CharacterData.animations 的 Key 对齐(如 Idle、Attack、Hit)")] + public SerializableDictionary actionSprites; + + [Header("DOTween 参数")] + [Tooltip("攻击时前冲距离")] + [SerializeField] private float attackLungeDistance = 0.5f; + + [Tooltip("攻击前冲时长")] + [SerializeField] private float attackLungeDuration = 0.15f; + + [Tooltip("受击抖动强度")] + [SerializeField] private float hitShakeStrength = 0.3f; + + [Tooltip("受击抖动时长")] + [SerializeField] private float hitShakeDuration = 0.2f; + + private SpriteRenderer _mainSpriteRenderer; + private Sprite _idleSprite; + private Vector3 _originalLocalPosition; + private Tween _currentTween; + + // ── ICharacterAnimator ────────────────────────────────────────────── + + /// + /// 初始化:缓存主 SpriteRenderer 和 Idle Sprite。 + /// + public void InitializeAnimator(CombatCharacterViewBase view) + { + _mainSpriteRenderer = view.mainView.GetComponent(); + if (_mainSpriteRenderer == null) + _mainSpriteRenderer = view.mainView.GetComponentInChildren(); + + _originalLocalPosition = view.mainView.transform.localPosition; + + // 尝试从映射表获取 Idle sprite,回退为当前显示的 sprite + _idleSprite = actionSprites != null && actionSprites.TryGetValue("Idle", out Sprite idle) + ? idle + : _mainSpriteRenderer != null ? _mainSpriteRenderer.sprite : null; + + // 应用 Idle Sprite + if (_mainSpriteRenderer != null && _idleSprite != null) + _mainSpriteRenderer.sprite = _idleSprite; + } + + /// + /// 播放动作:切换 Sprite + DOTween 动效,完毕后自动回 Idle。 + /// + public void PlayAction(string actionName, float speed = 1f, Action onComplete = null) + { + KillCurrentTween(); + + // 切换 Sprite + if (_mainSpriteRenderer != null && actionSprites != null && + actionSprites.TryGetValue(actionName, out Sprite sprite)) + { + _mainSpriteRenderer.sprite = sprite; + } + + // 根据动作类型执行 DOTween 动效 + float adjustedDuration = 1f / Mathf.Max(speed, 0.01f); + Transform mainTransform = _mainSpriteRenderer != null + ? _mainSpriteRenderer.transform + : transform; + + switch (actionName) + { + case "Attack": + case "Skill": + PlayLungeAnimation(mainTransform, adjustedDuration, onComplete); + break; + + case "Hit": + PlayShakeAnimation(mainTransform, adjustedDuration, onComplete); + break; + + default: + // 无特殊动效,短暂延迟后回 Idle + float holdDuration = DefaultActionHoldDuration * adjustedDuration; + _currentTween = DOVirtual.DelayedCall(holdDuration, () => + { + ReturnToIdle(); + onComplete?.Invoke(); + }); + break; + } + } + + /// + /// 立即切回 Idle Sprite 并复位位置。 + /// + public void ReturnToIdle() + { + KillCurrentTween(); + + if (_mainSpriteRenderer != null && _idleSprite != null) + _mainSpriteRenderer.sprite = _idleSprite; + + if (_mainSpriteRenderer != null) + _mainSpriteRenderer.transform.localPosition = _originalLocalPosition; + } + + /// + /// 暂停或恢复当前 Tween。 + /// + public void SetPause(bool isPaused) + { + if (_currentTween != null && _currentTween.IsActive()) + { + if (isPaused) _currentTween.Pause(); + else _currentTween.Play(); + } + } + + // ── 内部动效 ──────────────────────────────────────────────────────── + + private const float DefaultActionHoldDuration = 0.3f; + + private void PlayLungeAnimation(Transform target, float durationScale, Action onComplete) + { + float duration = attackLungeDuration * durationScale; + Vector3 lungeOffset = target.right * attackLungeDistance; + + _currentTween = DOTween.Sequence() + .Append(target.DOLocalMove(_originalLocalPosition + lungeOffset, duration).SetEase(Ease.OutQuad)) + .Append(target.DOLocalMove(_originalLocalPosition, duration).SetEase(Ease.InQuad)) + .OnComplete(() => + { + ReturnToIdle(); + onComplete?.Invoke(); + }); + } + + private void PlayShakeAnimation(Transform target, float durationScale, Action onComplete) + { + float duration = hitShakeDuration * durationScale; + + _currentTween = target.DOShakePosition(duration, hitShakeStrength, vibrato: 10, randomness: 90, fadeOut: true) + .OnComplete(() => + { + target.localPosition = _originalLocalPosition; + ReturnToIdle(); + onComplete?.Invoke(); + }); + } + + private void KillCurrentTween() + { + if (_currentTween != null && _currentTween.IsActive()) + { + _currentTween.Kill(); + _currentTween = null; + } + } + + private void OnDestroy() + { + KillCurrentTween(); + } + } +} diff --git a/Assets/Scripts/MainGame/Character/CharacterView/StaticSpriteAnimator.cs.meta b/Assets/Scripts/MainGame/Character/CharacterView/StaticSpriteAnimator.cs.meta new file mode 100644 index 00000000..45604e3b --- /dev/null +++ b/Assets/Scripts/MainGame/Character/CharacterView/StaticSpriteAnimator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 665a1fe9fd0c77c46b1a8567c185f7ab \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Character/CombatNPC.cs b/Assets/Scripts/MainGame/Character/CombatNPC.cs index 30cd3ac0..6f297cce 100644 --- a/Assets/Scripts/MainGame/Character/CombatNPC.cs +++ b/Assets/Scripts/MainGame/Character/CombatNPC.cs @@ -5,14 +5,26 @@ namespace Continentis.MainGame.Character { public partial class CombatNPC : CharacterBase { + /// 当前阶段编号,从 0 开始。Boss Logic 在 OnPhaseChange 中推进此值。 + public int currentPhase; + public CombatNPC(CharacterData data, Fraction fraction) : base(data, fraction) { - + currentPhase = 0; } } - + public partial class CombatNPC { - + /// + /// 阶段切换时由 调用。 + /// 子类(Boss Logic)重写此方法以改变可用 Intention 集合、播放阶段动画等。 + /// + public virtual void OnPhaseChange(int newPhase) + { + Debug.Log($"[Combat] {data.displayName} 进入阶段 {newPhase}"); + // TODO: 阶段切换动画/台词,待动画系统完善后替换 Debug.Log + currentPhase = newPhase; + } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Combat/CombatCharacterController.cs b/Assets/Scripts/MainGame/Combat/CombatCharacterController.cs index e63184e0..714ceb0d 100644 --- a/Assets/Scripts/MainGame/Combat/CombatCharacterController.cs +++ b/Assets/Scripts/MainGame/Combat/CombatCharacterController.cs @@ -4,6 +4,7 @@ using System.Linq; using Continentis.MainGame.Character; using DG.Tweening; using Lean.Pool; +using SLSFramework.General; using SLSFramework.UModAssistance; using UnityEngine; using Object = UnityEngine.Object; @@ -96,6 +97,8 @@ namespace Continentis.MainGame.Combat npcs[fraction].Add(npc); characters.Add(npc); combatCharacterViews.Add(view); + + CombatMainManager.Instance.eventCollection.onCharacterJoin.Invoke(npc); } SetViewPositions(); @@ -229,6 +232,22 @@ namespace Continentis.MainGame.Combat Object.Destroy(character.characterView.gameObject); SetViewPositions(); + CheckCombatEnd(); + } + + /// + /// 检查战斗胜负条件:敌方全灭→胜利,玩家方全灭→失败。 + /// + private void CheckCombatEnd() + { + if (enemies.Count == 0) + { + CombatMainManager.Instance.EndCombat(isVictory: true); + } + else if (playerHeroes.Count == 0) + { + CombatMainManager.Instance.EndCombat(isVictory: false); + } } } @@ -266,10 +285,9 @@ namespace Continentis.MainGame.Combat enemiesList.AddRange(npcs[Fraction.Ally]); return enemiesList; } - else // Neutral + else // Neutral:中立单位视所有非中立方为敌人 { - List enemiesList = new List(); - enemiesList.AddRange(npcs[Fraction.Player]); + List enemiesList = new List(playerHeroes); enemiesList.AddRange(npcs[Fraction.Ally]); enemiesList.AddRange(npcs[Fraction.Enemy]); return enemiesList; diff --git a/Assets/Scripts/MainGame/Combat/CombatEventCollection.cs b/Assets/Scripts/MainGame/Combat/CombatEventCollection.cs index 87b4db95..7a2d0cf1 100644 --- a/Assets/Scripts/MainGame/Combat/CombatEventCollection.cs +++ b/Assets/Scripts/MainGame/Combat/CombatEventCollection.cs @@ -1,4 +1,5 @@ using System.Collections.Generic; +using Continentis.MainGame.Character; using SoftCircuits.Collections; using SLSFramework.General; using UnityEngine; @@ -27,13 +28,25 @@ namespace Continentis.MainGame.Combat /// 回合结束 /// public OrderedDictionary onRoundEnd; - + + /// + /// 角色加入战场时(参数为新加入的角色) + /// + public OrderedDictionary> onCharacterJoin; + + /// + /// 角色死亡时(参数为死亡角色) + /// + public OrderedDictionary> onCharacterDeath; + public CombatEventCollection() { onCombatStart = new OrderedDictionary(); onCombatEnd = new OrderedDictionary(); onRoundStart = new OrderedDictionary(); onRoundEnd = new OrderedDictionary(); + onCharacterJoin = new OrderedDictionary>(); + onCharacterDeath = new OrderedDictionary>(); } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Combat/CombatLogs.cs b/Assets/Scripts/MainGame/Combat/CombatLogs.cs index eff036f4..8d1ed3f9 100644 --- a/Assets/Scripts/MainGame/Combat/CombatLogs.cs +++ b/Assets/Scripts/MainGame/Combat/CombatLogs.cs @@ -1,16 +1,210 @@ +using System; +using System.Collections.Generic; +using System.Text; +using Continentis.MainGame.Card; +using Continentis.MainGame.Character; +using SLSFramework.General; using UnityEngine; -public class CombatLogs : MonoBehaviour +namespace Continentis.MainGame.Combat { - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() + public enum CombatLogType { - + RoundStart, + ActionStart, + Attack, + BuffApply, + BuffRemove, + CardPlay, + Death } - // Update is called once per frame - void Update() + public class CombatLogEntry { - + public int round; + public int actionIndex; + public float timestamp; + public CombatLogType type; + public string message; + public Dictionary metadata; + + public CombatLogEntry(int round, int actionIndex, CombatLogType type, string message) + { + this.round = round; + this.actionIndex = actionIndex; + this.timestamp = Time.time; + this.type = type; + this.message = message; + this.metadata = new Dictionary(); + } + } + + /// + /// 战斗日志系统:记录战斗中的关键事件,支持查询与格式化输出。 + /// 挂载在战斗场景的 CombatMainManager 同级或子对象上。 + /// + public class CombatLogs : Singleton + { + private const string LogPrefix = "[CombatLog]"; + + private readonly List allEntries = new List(); + private CombatMainManager combatManager; + + // ── 初始化与事件订阅 ────────────────────────────────────────────── + + /// + /// 由 CombatMainManager.StartCombat() 调用,订阅全局及各角色事件。 + /// + public void Initialize(CombatMainManager manager) + { + allEntries.Clear(); + combatManager = manager; + + // 订阅全局回合开始事件 + manager.eventCollection.onRoundStart.InsertByPriority( + "CombatLogs_RoundStart", + new PrioritizedAction(() => LogRoundStart(manager.currentRound), 0)); + + // 订阅角色攻击完成事件 + foreach (CharacterBase character in manager.characterController.characters) + { + SubscribeCharacterEvents(character); + } + + // 订阅死亡事件 + manager.eventCollection.onCharacterDeath.InsertByPriority( + "CombatLogs_Death", + new PrioritizedAction(LogDeath, 0)); + } + + /// 为单个角色订阅攻击完成事件(可供动态加入战场的角色调用)。 + public void SubscribeCharacterEvents(CharacterBase character) + { + CharacterBase captured = character; + character.eventSubmodule.onFinishAttack.InsertByPriority( + "CombatLogs_FinishAttack", + new PrioritizedAction( + (target, result) => LogAttack(result), 0)); + } + + // ── 日志写入 API ────────────────────────────────────────────────── + + /// 记录攻击结果。 + public void LogAttack(AttackResult result) + { + string msg = result.isDodged + ? $"{result.attacker.data.displayName} 攻击 {result.target.data.displayName}(闪避)" + : $"{result.attacker.data.displayName} 攻击 {result.target.data.displayName}:" + + $"起始伤害={result.startDamage}, 格挡={result.blockedDamage}, " + + $"护盾={result.shieldedDamage}, 实际={result.hurtDamage}"; + + var entry = new CombatLogEntry( + combatManager.currentRound, combatManager.currentActionIndex, + CombatLogType.Attack, msg); + entry.metadata["attacker"] = result.attacker.data.displayName; + entry.metadata["target"] = result.target.data.displayName; + entry.metadata["hurtDamage"] = result.hurtDamage; + entry.metadata["isDodged"] = result.isDodged; + + WriteEntry(entry); + } + + /// 记录 Buff 施加事件。 + public void LogBuffApply(CharacterCombatBuffBase buff, CharacterBase target) + { + string msg = $"Buff 施加:{buff.GetType().Name} → {target.data.displayName}"; + var entry = new CombatLogEntry( + combatManager.currentRound, combatManager.currentActionIndex, + CombatLogType.BuffApply, msg); + entry.metadata["buffType"] = buff.GetType().Name; + entry.metadata["target"] = target.data.displayName; + + WriteEntry(entry); + } + + /// 记录 Buff 移除事件。 + public void LogBuffRemove(CharacterCombatBuffBase buff) + { + string msg = $"Buff 移除:{buff.GetType().Name} ← {buff.attachedCharacter?.data.displayName}"; + var entry = new CombatLogEntry( + combatManager.currentRound, combatManager.currentActionIndex, + CombatLogType.BuffRemove, msg); + entry.metadata["buffType"] = buff.GetType().Name; + + WriteEntry(entry); + } + + /// 记录卡牌使用事件。 + public void LogCardPlay(CardInstance card, List targets) + { + StringBuilder targetNames = new StringBuilder(); + foreach (CharacterBase t in targets) + { + if (targetNames.Length > 0) targetNames.Append(", "); + targetNames.Append(t.data.displayName); + } + string msg = $"卡牌使用:{card.cardData.displayName} → [{targetNames}]"; + var entry = new CombatLogEntry( + combatManager.currentRound, combatManager.currentActionIndex, + CombatLogType.CardPlay, msg); + entry.metadata["cardName"] = card.cardData.displayName; + + WriteEntry(entry); + } + + /// 记录角色死亡事件。 + public void LogDeath(CharacterBase character) + { + string msg = $"{character.data.displayName} 死亡(回合 {combatManager.currentRound})"; + var entry = new CombatLogEntry( + combatManager.currentRound, combatManager.currentActionIndex, + CombatLogType.Death, msg); + entry.metadata["character"] = character.data.displayName; + entry.metadata["fraction"] = character.fraction.ToString(); + + WriteEntry(entry); + } + + /// 记录回合开始事件。 + public void LogRoundStart(int round) + { + string msg = $"── 第 {round} 回合开始 ──"; + var entry = new CombatLogEntry(round, 0, CombatLogType.RoundStart, msg); + WriteEntry(entry); + } + + // ── 查询 API ────────────────────────────────────────────────────── + + /// 按类型和数量查询日志条目。 + public List Query(CombatLogType type, int lastN = 10) + { + var result = new List(); + for (int i = allEntries.Count - 1; i >= 0 && result.Count < lastN; i--) + { + if (allEntries[i].type == type) + result.Add(allEntries[i]); + } + result.Reverse(); + return result; + } + + /// 获取所有日志条目。 + public IReadOnlyList GetAllEntries() => allEntries; + + // ── 格式化 ──────────────────────────────────────────────────────── + + /// 将条目格式化为人类可读字符串。 + public string FormatEntry(CombatLogEntry entry) + { + return $"[R{entry.round:D2}|A{entry.actionIndex:D2}|{entry.timestamp:F2}s] {entry.type}: {entry.message}"; + } + + // ── 内部写入 ────────────────────────────────────────────────────── + + private void WriteEntry(CombatLogEntry entry) + { + allEntries.Add(entry); + Debug.Log($"{LogPrefix} {FormatEntry(entry)}"); + } } } diff --git a/Assets/Scripts/MainGame/Combat/CombatMainManager.cs b/Assets/Scripts/MainGame/Combat/CombatMainManager.cs index 76dab949..992fd2b3 100644 --- a/Assets/Scripts/MainGame/Combat/CombatMainManager.cs +++ b/Assets/Scripts/MainGame/Combat/CombatMainManager.cs @@ -1,17 +1,27 @@ +using System; using System.Collections.Generic; using System.Linq; using Continentis.MainGame.Card; using Continentis.MainGame.Character; using Continentis.MainGame.Commands; -using Continentis.MainGame.Equipment; +using Continentis.MainGame.Saving; using Continentis.MainGame.UI; using SLSFramework.General; -using SLSFramework.UModAssistance; -using TMPro; using UnityEngine; namespace Continentis.MainGame.Combat { + /// + /// 战斗进行状态枚举 + /// + public enum CombatState + { + InProgress, + ConfirmingRound, + Victory, + Defeat + } + public partial class CombatMainManager : Singleton { public CombatCharacterController characterController; @@ -23,6 +33,7 @@ namespace Continentis.MainGame.Combat public int currentRound; public int currentActionIndex; public CharacterBase currentCharacter; + public CombatState combatState; } public partial class CombatMainManager @@ -54,6 +65,8 @@ namespace Continentis.MainGame.Combat { public void StartCombat() { + combatState = CombatState.InProgress; + foreach (CharacterBase character in characterController.characters) character.InitializeCards(); @@ -62,23 +75,19 @@ namespace Continentis.MainGame.Combat eventCollection.onCombatStart.Invoke(); foreach (CharacterBase character in characterController.characters) - { - character.eventSubmodule.onCombatStart.Invoke(); - foreach (EquipmentBase equipment in character.equipmentSubmodule.currentEquipments) - equipment.eventSubmodule.onCombatStart.Invoke(); - } + character.DispatchCombatStart(); - foreach (CardInstance card in characterController.characters - .SelectMany(character => character.deckSubmodule.GetAllCards())) - { - card.eventSubmodule.onCombatStart.Invoke(); - } + // 1.2b — 初始化 CombatLogs 并订阅事件 + CombatLogs.Instance.Initialize(this); NextRound(); } public void NextRound() { + // 战斗已结束则不再推进 + if (combatState != CombatState.InProgress) return; + currentRound++; // UI 反馈:回合提示动画(同步,纯 UI 无逻辑影响) @@ -108,45 +117,67 @@ namespace Continentis.MainGame.Combat if (intendedCard.targets.Count > 0) { CardInstance card = intendedCard.cardInstance; - card.eventSubmodule.onTargeting(intendedCard.targets[0]); + card.Targeting(intendedCard.targets[0]); card.contentSubmodule.dirtyMark = true; } } } } - // ── 以下所有事件入队,确保 Buff 触发的视觉效果顺序正确 ──────────── + // ── 进入"回合前确认"阶段:等待玩家点击 Confirm ─────────────────── + combatState = CombatState.ConfirmingRound; + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => + { + CombatMainPage page = CombatUIManager.Instance.combatMainPage; + page.SetButtonAction(ConfirmRound, "Confirm", true); + })); + + CommandBase waitSignal = Cmd.WaitForSignal(out confirmRoundSignal); + CommandQueueManager.Instance.AddCommand(waitSignal); + + // ── 玩家确认后,回合正式开始:Buff 触发链入队 ──────────────────── + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => + { + combatState = CombatState.InProgress; + CombatUIManager.Instance.combatMainPage.SetButtonAction( + EndAction, "Waiting...", false); + })); + foreach (CharacterBase character in characterController.characters) { CharacterBase captured = character; - CommandQueueManager.Instance.AddCommand(Cmd.Do( - () => captured.eventSubmodule.onRoundStart.Invoke())); - CommandQueueManager.Instance.AddCommand(Cmd.Do( - () => captured.equipmentSubmodule.currentEquipments.ForEach( - equipment => equipment.eventSubmodule.onRoundStart.Invoke()))); - CommandQueueManager.Instance.AddCommand(Cmd.Do( - () => captured.combatBuffSubmodule.RoundStart())); + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => captured.DispatchRoundStart())); } // ── 所有回合开始事件处理完毕后,进入第一个行动 ──────────────────── CommandQueueManager.Instance.AddCommand(Cmd.Do(NextAction)); } + /// + /// 玩家在"回合前确认"阶段点击 Confirm 后调用,释放队列暂停信号。 + /// + public void ConfirmRound() + { + if (combatState != CombatState.ConfirmingRound) return; + confirmRoundSignal?.Invoke(); + confirmRoundSignal = null; + } + + // 持有当前回合的信号委托,ConfirmRound() 调用后置 null 防止重复触发 + private Action confirmRoundSignal; + public void NextAction() { + // 战斗已结束则不再推进 + if (combatState != CombatState.InProgress) return; + if (characterController.actionOrderList.Count == 0) { // 回合结束:所有角色的 onRoundEnd 和 Buff 触发均入队 foreach (CharacterBase character in characterController.characters) { CharacterBase captured = character; - CommandQueueManager.Instance.AddCommand(Cmd.Do( - () => captured.eventSubmodule.onRoundEnd.Invoke())); - CommandQueueManager.Instance.AddCommand(Cmd.Do( - () => captured.equipmentSubmodule.currentEquipments.ForEach( - equipment => equipment.eventSubmodule.onRoundEnd.Invoke()))); - CommandQueueManager.Instance.AddCommand(Cmd.Do( - () => captured.combatBuffSubmodule.RoundEnd())); + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => captured.DispatchRoundEnd())); } CommandQueueManager.Instance.AddCommand(Cmd.Do(NextRound)); @@ -158,15 +189,14 @@ namespace Continentis.MainGame.Combat CharacterBase actionCharacter = currentCharacter; CommandQueueManager.Instance.AddCommand(Cmd.Do(() => { - actionCharacter.eventSubmodule.onActionStart.Invoke(); - actionCharacter.combatBuffSubmodule.ActionStart(); + actionCharacter.DispatchActionStart(); actionCharacter.recordSubmodule.SetAction(currentRound, ++currentActionIndex); })); + CombatMainPage combatMainPage = CombatUIManager.Instance.combatMainPage; + if (currentCharacter is PlayerHero playerHero) { - CombatMainPage combatMainPage = CombatUIManager.Instance.combatMainPage; - playerHero.deckSubmodule.SetUpHandCardViews(); combatMainPage.handPile.isUpdatingLayout = false; @@ -179,23 +209,24 @@ namespace Continentis.MainGame.Combat })); combatMainPage.combatResourcesDisplayer.SetCharacter(playerHero); - CombatUIManager.Instance.combatMainPage.endActionButton - .GetComponentInChildren().text = "End Action"; - CombatUIManager.Instance.combatMainPage.endActionButton.interactable = true; + combatMainPage.SetButtonAction(EndAction, "End Action", true); } else if (currentCharacter is CombatNPC) { - if (currentCharacter.fraction == Fraction.Enemy) - CombatUIManager.Instance.combatMainPage.endActionButton.GetComponentInChildren().text = "Enemy Action"; - else if (currentCharacter.fraction == Fraction.Ally) - CombatUIManager.Instance.combatMainPage.endActionButton.GetComponentInChildren().text = "Ally Action"; - else - CombatUIManager.Instance.combatMainPage.endActionButton.GetComponentInChildren().text = "Others Action"; - - CombatUIManager.Instance.combatMainPage.endActionButton.interactable = false; + string npcLabel = currentCharacter.fraction switch + { + Fraction.Enemy => "Enemy Action", + Fraction.Ally => "Ally Action", + _ => "Others Action" + }; + combatMainPage.SetButtonAction(null, npcLabel, false); CommandQueueManager.Instance.AddCommand(Cmd.Wait(0.25f)); + // 2.3e — PreAction 钩子:NPC 出牌前 + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => + currentCharacter.intentionSubmodule.currentIntention.PreAction())); + foreach (IntendedCard intendedCard in currentCharacter.intentionSubmodule.intendedCards) { IntendedCard captured = intendedCard; @@ -205,11 +236,15 @@ namespace Continentis.MainGame.Combat Cmd.Do(() => { captured.cardInstance.Play(captured.targets, currentCharacter); captured.cardInstance.DestroyIntentionCardView(); - }), + }), Cmd.Wait(0.25f) )); } + // 2.3e — PostAction 钩子:NPC 出完全部卡牌后 + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => + currentCharacter.intentionSubmodule.currentIntention.PostAction())); + CommandQueueManager.Instance.AddCommand(Cmd.Do(EndAction)); } @@ -221,23 +256,11 @@ namespace Continentis.MainGame.Combat public void EndAction() { - CombatUIManager.Instance.combatMainPage.endActionButton - .GetComponentInChildren().text = "Waiting..."; - CombatUIManager.Instance.combatMainPage.endActionButton.interactable = false; - - CommandQueueManager.Instance.AddCommand( - Cmd.Do(currentCharacter.eventSubmodule.onActionEnd.Invoke)); - - foreach (CardInstance card in currentCharacter.deckSubmodule.GetAllCards()) - { - CardInstance captured = card; - CommandQueueManager.Instance.AddCommand( - Cmd.Do(captured.eventSubmodule.onActionEnd.Invoke)); - } + CombatUIManager.Instance.combatMainPage.SetButtonAction(null, "Waiting...", false); CommandQueueManager.Instance.AddCommand(Cmd.Do(() => { - currentCharacter.combatBuffSubmodule.ActionEnd(); + currentCharacter.DispatchActionEnd(); if (currentCharacter is PlayerHero playerHero) { @@ -259,4 +282,73 @@ namespace Continentis.MainGame.Combat })); } } + + public partial class CombatMainManager + { + /// + /// 结束战斗,触发胜负流程。由 CombatCharacterController.CheckCombatEnd() 调用。 + /// + public void EndCombat(bool isVictory) + { + // 防止重复触发 + if (combatState != CombatState.InProgress) return; + + combatState = isVictory ? CombatState.Victory : CombatState.Defeat; + + // 触发战斗结束全局事件 + eventCollection.onCombatEnd.Invoke(); + + foreach (CharacterBase character in characterController.characters) + character.DispatchCombatEnd(); + + // 清理所有卡牌 Logic 的托管订阅 + foreach (CharacterBase character in characterController.characters) + foreach (CardInstance card in character.deckSubmodule.GetAllCards()) + card.cardLogic?.Dispose(); + + if (isVictory) + { + CombatVictory(); + } + else + { + CombatDefeat(); + } + } + + /// + /// 战斗胜利处理:收集战后英雄 HP,通知 MainGameManager 推进节点并存档。 + /// + private void CombatVictory() + { + CombatUIManager.Instance.combatMainPage.SetButtonAction(null, "Victory!", false); + + // 将玩家英雄的战后 HP 与 RunSave 中的 HeroSave 对应:按 currentRun.heroes 顺序匹配 + var heroResults = new List<(string heroID, int currentHP)>(); + List runHeroes = MainGameManager.Instance.currentRun?.heroes; + if (runHeroes != null) + { + for (int i = 0; i < Mathf.Min(characterController.playerHeroes.Count, runHeroes.Count); i++) + { + int hp = Mathf.RoundToInt(characterController.playerHeroes[i].GetAttribute("Health")); + heroResults.Add((runHeroes[i].characterDataID, hp)); + } + } + + // CommandQueue 执行完毕后再切场景,避免队列中残余命令在新场景报错 + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => + MainGameManager.Instance.ExitCombat(isVictory: true, heroResults))); + } + + /// + /// 战斗失败处理:通知 MainGameManager 删档并返回主菜单。 + /// + private void CombatDefeat() + { + CombatUIManager.Instance.combatMainPage.SetButtonAction(null, "Defeat...", false); + + CommandQueueManager.Instance.AddCommand(Cmd.Do(() => + MainGameManager.Instance.ExitCombat(isVictory: false))); + } + } } diff --git a/Assets/Scripts/MainGame/Commands/Cmd_PlayAnimation.cs b/Assets/Scripts/MainGame/Commands/Cmd_PlayAnimation.cs index add7f8b3..5f4d74c8 100644 --- a/Assets/Scripts/MainGame/Commands/Cmd_PlayAnimation.cs +++ b/Assets/Scripts/MainGame/Commands/Cmd_PlayAnimation.cs @@ -8,29 +8,36 @@ using UnityEngine; namespace Continentis.MainGame.Commands { + /// + /// 播放角色动画的命令。 + /// 优先使用 ICharacterAnimator 接口驱动,同时保留帧精确事件轮询能力。 + /// 当角色使用 FrameAnimator(AnimatorPlus2D)时支持按帧/归一化时间触发 Action。 + /// public class Cmd_PlayAnimation : CommandBase { private readonly CombatCharacterViewBase characterView; - private readonly Animator animator; + private readonly ICharacterAnimator characterAnimator; private readonly bool waitForFinish; private readonly float overrideDuration; private readonly string animationName; - private readonly int layer; private AnimationClip clip; - private float ClipScaledLength => clip.length / animator.speed; + private float ClipLength => clip != null ? clip.length : DefaultAnimationDuration; private readonly Dictionary animationActions = new Dictionary(); + private const float DefaultAnimationDuration = 0.5f; + public Cmd_PlayAnimation(CombatCharacterViewBase characterView, string animationName, bool waitForFinish = true, float overrideDuration = -1f, int layer = 0) { this.characterView = characterView; - this.animator = characterView.animator; + this.characterAnimator = characterView.CharacterAnimator; this.animationName = animationName; this.waitForFinish = waitForFinish; this.overrideDuration = overrideDuration; - this.layer = layer; - characterView.animations.TryGetValue(animationName, out clip); + + // 从 CharacterData 获取 AnimationClip 引用(用于计算时长和帧事件) + characterView.character.data.animations.TryGetValue(animationName, out clip); } /// 在动画的指定归一化时间点(0~1)执行 Action。 @@ -66,22 +73,14 @@ namespace Continentis.MainGame.Commands protected override async UniTask ExecuteAsync(CommandContext outerContext) { - if (animator == null || string.IsNullOrEmpty(animationName)) + if (characterAnimator == null || string.IsNullOrEmpty(animationName)) { - Debug.LogWarning("[Cmd_PlayAnimation] Animator 或动画名称为空。"); + Debug.LogWarning("[Cmd_PlayAnimation] CharacterAnimator 或动画名称为空。"); return; } - // 确认播放目标动画,回退到 "Action" - string finalName = characterView.animations.ContainsKey(animationName) ? animationName : "Action"; - - if (!characterView.animations.TryGetValue(finalName, out clip)) - { - Debug.LogWarning($"[Cmd_PlayAnimation] 找不到动画片段:{finalName}"); - return; - } - - characterView.animatorPlus2D.Play(clip); + // 通过 ICharacterAnimator 播放 + characterAnimator.PlayAction(animationName); // 帧轮询动画事件(fire-and-forget,不阻塞命令流) if (animationActions.Count > 0) @@ -89,22 +88,25 @@ namespace Continentis.MainGame.Commands if (waitForFinish) { - float duration = overrideDuration >= 0f ? overrideDuration / animator.speed : ClipScaledLength; + float duration = overrideDuration >= 0f ? overrideDuration : ClipLength; await UniTask.Delay(TimeSpan.FromSeconds(duration)); } } + /// + /// 基于经过时间轮询帧事件,兼容所有动画驱动器。 + /// private async UniTaskVoid PollAnimationActionsAsync() { float elapsed = 0f; - float totalDuration = ClipScaledLength; + float totalDuration = ClipLength; var pending = new Dictionary(animationActions); while (elapsed < totalDuration && pending.Count > 0) { await UniTask.Yield(PlayerLoopTiming.Update); elapsed += Time.deltaTime; - float normalizedTime = animator.GetCurrentAnimatorStateInfo(layer).normalizedTime % 1f; + float normalizedTime = Mathf.Clamp01(elapsed / totalDuration); foreach (float key in pending.Keys.ToList()) { diff --git a/Assets/Scripts/MainGame/MainGameManager.cs b/Assets/Scripts/MainGame/MainGameManager.cs index 2e49e2fd..fabe87cb 100644 --- a/Assets/Scripts/MainGame/MainGameManager.cs +++ b/Assets/Scripts/MainGame/MainGameManager.cs @@ -1,39 +1,53 @@ -using System; using System.Collections.Generic; -using System.IO; using Continentis.MainGame.Character; +using Continentis.MainGame.Saving; using SLSFramework.General; using SLSFramework.UModAssistance; using UnityEngine; -using UnityEngine.Serialization; +using UnityEngine.SceneManagement; namespace Continentis.MainGame { + // ── 常量与核心字段 ────────────────────────────────────────────────────────── public partial class MainGameManager : Singleton { + private const string CombatSceneName = "GameScene"; + private const string MenuSceneName = "MenuScene"; + public readonly HashSet elementTags = new HashSet() { - "Wind", "Fire", "Water", "Earth", "Storm", "Light", "Darkness", "Physics" + "Wind", "Fire", "Ice", "Earth", "Storm", "Light", "Darkness", "Physics" }; + public BasePrefabs basePrefabs; } + // ── 游戏数据字段 ──────────────────────────────────────────────────────────── public partial class MainGameManager { + /// 全关键词合并表,由各 Mod 的 KeywordData 合并而来。 public KeywordData keywordData; - public CombatOrganizer organizer; - public List playerHeroDataList; - public List enemyDataList; + + /// 当前跑局的存档快照,既是运行时状态也是持久化来源。null 表示无进行中的跑局。 + public RunSave currentRun; + + /// 当前战斗的玩家英雄 CharacterData 列表,由 PrepareCombat() 填充。 + public List playerHeroDataList = new List(); + + /// 当前战斗的敌方 CharacterData 列表,由 PrepareCombat() 填充。 + public List enemyDataList = new List(); } - + + // ── 初始化 ────────────────────────────────────────────────────────────────── public partial class MainGameManager { protected override void Awake() { base.Awake(); + // 合并所有 Mod 的 KeywordData 到全局查询表 keywordData = ScriptableObject.CreateInstance(); - foreach (KeyValuePair pair in ModManager.Database[typeof(KeywordData)]) + foreach (KeyValuePair pair in ModManager.Database[typeof(KeywordData)]) { KeywordData data = pair.Value as KeywordData; foreach (var keyword in data!.interpretedKeywords) @@ -41,26 +55,193 @@ namespace Continentis.MainGame keywordData.interpretedKeywords.TryAdd(keyword.Key, keyword.Value); } } - - organizer = ModManager.GetAsset("Basic", "Basic_CombatOrganizer"); - Debug.Log($"Organizer exists: {organizer != null}"); - foreach (string character in organizer.playerCharacters) + + // 消费 InformationTransistor 中的主菜单意图 + InfoTransistor transistor = InfoTransistor.Instance; + if (transistor == null) { - Debug.Log($"Loading player character: {character}"); - playerHeroDataList.Add(ModManager.GetData(character)); + Debug.LogError("[MainGame] InformationTransistor 未找到,无法确定跑局意图。"); + return; } + + InfoTransistor.Menu.MenuIntent intent = transistor.menuToMainGame.menuIntent; + RunConfig config = transistor.menuToMainGame.pendingRunConfig; - foreach (string character in organizer.enemyCharacters) + Debug.Log($"[MainGame] Awake:收到主菜单意图 {intent},RunConfig {(config != null ? config.name : "null")}。"); + // 消费后重置,避免场景重新加载时重复执行 + transistor.menuToMainGame.menuIntent = InfoTransistor.Menu.MenuIntent.None; + transistor.menuToMainGame.pendingRunConfig = null; + + switch (intent) { - Debug.Log($"Loading enemy character: {character}"); - enemyDataList.Add(ModManager.GetData(character)); + case InfoTransistor.Menu.MenuIntent.StartNewRun: + StartNewRun(config); + break; + case InfoTransistor.Menu.MenuIntent.ContinueRun: + ContinueRun(); + break; + default: + Debug.LogWarning("[MainGame] Awake 时未收到有效的跑局意图,跳过初始化。"); + break; + } + + } + } + + // ── 跑局流程 API ──────────────────────────────────────────────────────────── + public partial class MainGameManager + { + /// + /// 开始一次新跑局:从 RunConfig 初始化英雄和关卡序列,写入开局存档,准备首场战斗数据。 + /// RunConfig 仅在此处读取一次,结果完整拷贝到 RunSave,后续不再查询它。 + /// 由 Awake 消费 StartNewRun 意图时调用。 + /// + private void StartNewRun(RunConfig config) + { + currentRun = new RunSave( + Random.Range(int.MinValue, int.MaxValue), + config.startingGold, + new List(config.encounterSequenceIDs) + ); + + foreach (string heroID in config.initialHeroIDs) + { + CharacterData data = CharacterData.Get(heroID); + if (data == null) + { + Debug.LogError($"[MainGame] StartNewRun:找不到角色数据 '{heroID}',已跳过。"); + continue; + } + + int maxHP = Mathf.RoundToInt(data.coreAttributes.TryGetValue("MaximumHealth", out float hp) ? hp : 0f); + HeroSave hero = new HeroSave(heroID, maxHP, maxHP); + + foreach (string cardID in data.initialDeckRef) + hero.deck.Add(new CardSave(cardID)); + + currentRun.heroes.Add(hero); + } + + SaveManager.Instance.SaveRunSave(currentRun); + Debug.Log($"[MainGame] 新跑局开始(配置:{config.name},节点数:{currentRun.combatNodeIDs.Count},种子:{currentRun.randomSeed})"); + + PrepareCombat(currentRun.currentNodeIndex); + } + + /// + /// 从 SaveManager 缓存恢复跑局并准备当前节点的战斗数据。 + /// 由 Awake 消费 ContinueRun 意图时调用。 + /// + private void ContinueRun() + { + currentRun = SaveManager.Instance.GetRunSave(); + if (currentRun == null) + { + Debug.LogError("[MainGame] ContinueRun:SaveManager 缓存中无进行中的跑局。"); + return; + } + + Debug.Log($"[MainGame] 继续跑局(节点 {currentRun.currentNodeIndex} / {currentRun.combatNodeIDs.Count})"); + PrepareCombat(currentRun.currentNodeIndex); + } + + /// + /// 根据节点索引填充玩家英雄和敌方角色列表。 + /// 仅准备运行时数据供 CombatMainManager 使用,不涉及场景加载。 + /// + private void PrepareCombat(int nodeIndex) + { + if (nodeIndex >= currentRun.combatNodeIDs.Count) + { + Debug.Log("[MainGame] 所有关卡已通关,跑局结束!"); + // TODO: Phase 4 — 显示通关结算界面 + return; + } + + // 填充玩家英雄列表 + playerHeroDataList.Clear(); + foreach (HeroSave hero in currentRun.heroes) + { + CharacterData data = CharacterData.Get(hero.characterDataID); + if (data != null) + playerHeroDataList.Add(data); + else + Debug.LogError($"[MainGame] PrepareCombat:找不到角色数据 '{hero.characterDataID}'。"); + } + + // 填充敌方列表 + string nodeID = currentRun.combatNodeIDs[nodeIndex]; + CombatNodeData nodeData = CombatNodeData.Get(nodeID); + if (nodeData == null) + { + Debug.LogError($"[MainGame] PrepareCombat:找不到 CombatNodeData '{nodeID}'。"); + return; + } + + enemyDataList.Clear(); + foreach (string enemyID in nodeData.enemyCharacterIDs) + { + CharacterData data = CharacterData.Get(enemyID); + if (data != null) + enemyDataList.Add(data); + else + Debug.LogError($"[MainGame] PrepareCombat:找不到敌方角色数据 '{enemyID}'。"); + } + } + + /// + /// 战斗结束回调,由 CombatMainManager 调用。 + /// 胜利时回写 HP、推进节点并存档,然后通过 InfoTransistor 写入 ContinueRun 意图并重载场景。 + /// 失败时清除跑局存档(保留 PlayerSave)并返回主菜单。 + /// 注意:MainGameManager 是场景局部单例,重载场景后当前实例会被销毁, + /// 新实例的 Awake 会从 InfoTransistor 消费意图并重新初始化。 + /// + public void ExitCombat(bool isVictory, IReadOnlyList<(string heroID, int currentHP)> heroResults = null) + { + if (isVictory) + { + if (heroResults != null) + { + foreach (var (heroID, hp) in heroResults) + { + HeroSave hero = currentRun.heroes.Find(h => h.characterDataID == heroID); + if (hero != null) + hero.currentHP = hp; + } + } + + currentRun.currentNodeIndex++; + SaveManager.Instance.SaveRunSave(currentRun); + Debug.Log($"[MainGame] 战斗胜利,节点推进至 {currentRun.currentNodeIndex},存档已写入。"); + + // 检查是否所有节点已通关 + if (currentRun.currentNodeIndex >= currentRun.combatNodeIDs.Count) + { + Debug.Log("[MainGame] 所有关卡已通关,跑局结束!"); + // TODO: Phase 4 — 显示通关结算界面,之后返回主菜单 + return; + } + + // 写入 ContinueRun 意图,重载场景以启动下一场战斗 + // TODO: Phase 4 — 先进入奖励选择界面,完成后再走此流程 + InfoTransistor transistor = InfoTransistor.Instance; + transistor.menuToMainGame.menuIntent = InfoTransistor.Menu.MenuIntent.ContinueRun; + transistor.menuToMainGame.pendingRunConfig = null; + SceneManager.LoadScene(CombatSceneName); + } + else + { + SaveManager.Instance.DeleteRunSave(); + Debug.Log("[MainGame] 战斗失败,跑局存档已清除(PlayerSave 保留),返回主菜单。"); + SceneManager.LoadScene(MenuSceneName); } } } + // ── 静态工具方法 ──────────────────────────────────────────────────────────── public partial class MainGameManager { - public static void GenerateInfoText(string content, CombatCharacterViewBase characterView, Color color = default, float size = 1) + public static void GenerateInfoText(string content, CombatCharacterViewBase characterView, Color color = default, float size = 1) => Instance.basePrefabs.GenerateInfoText(content, characterView, color, size); } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Run.meta b/Assets/Scripts/MainGame/Run.meta new file mode 100644 index 00000000..5bec3f59 --- /dev/null +++ b/Assets/Scripts/MainGame/Run.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b17e93b21d881114683507aa86efc1e9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MainGame/Run/CombatNodeData.cs b/Assets/Scripts/MainGame/Run/CombatNodeData.cs new file mode 100644 index 00000000..6eecbf4f --- /dev/null +++ b/Assets/Scripts/MainGame/Run/CombatNodeData.cs @@ -0,0 +1,27 @@ +using System.Collections.Generic; +using SLSFramework.UModAssistance; +using UnityEngine; + +namespace Continentis.MainGame +{ + /// + /// 单场战斗遭遇的配置资产(设计时资产,由 Mod 制作者在 Editor 中配置)。 + /// 定义该节点出现的敌方阵容。 + /// DataID 格式:CombatNodeData_ModName_NodeName + /// + [CreateAssetMenu(menuName = "Continentis/Run/CombatNodeData", fileName = "CombatNodeData")] + public class CombatNodeData : ScriptableObject + { + [Header("敌方阵容")] + [Tooltip("敌方角色的 CharacterData DataID 列表,格式:CharacterData_ModName_EnemyName")] + public List enemyCharacterIDs; + + /// + /// 通过 DataID 从 ModManager 数据库查找 CombatNodeData。 + /// + public static CombatNodeData Get(string dataID) + { + return ModManager.GetData(dataID); + } + } +} diff --git a/Assets/Scripts/MainGame/Run/CombatNodeData.cs.meta b/Assets/Scripts/MainGame/Run/CombatNodeData.cs.meta new file mode 100644 index 00000000..a0d397db --- /dev/null +++ b/Assets/Scripts/MainGame/Run/CombatNodeData.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ef3a02eaec5c6dc4a9bc831346b28f8e \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Run/RunConfig.cs b/Assets/Scripts/MainGame/Run/RunConfig.cs new file mode 100644 index 00000000..958d13ac --- /dev/null +++ b/Assets/Scripts/MainGame/Run/RunConfig.cs @@ -0,0 +1,28 @@ +using System.Collections.Generic; +using SLSFramework.UModAssistance; +using UnityEngine; + +namespace Continentis.MainGame +{ + /// + /// 跑局规则配置(设计时资产,由 Mod 制作者在 Editor 中配置)。 + /// 仅在 MainGameManager.StartNewRun() 时读取一次: + /// 英雄列表用于初始化 HeroSave,关卡序列拷贝至 RunSave.combatNodeIDs。 + /// 跑局进行中不再查询此资产。 + /// + [CreateAssetMenu(menuName = "Continentis/Run/RunConfig", fileName = "RunConfig")] + public class RunConfig : ScriptableObject + { + [Header("英雄配置")] + [Tooltip("初始英雄的 CharacterData DataID 列表,格式:CharacterData_ModName_HeroName")] + public List initialHeroIDs; + + [Header("关卡序列")] + [Tooltip("线性关卡序列的 CombatNodeData DataID 列表,按顺序推进,格式:CombatNodeData_ModName_NodeName")] + public List encounterSequenceIDs; + + [Header("起始资源")] + [Tooltip("跑局开始时的初始金币数量")] + public int startingGold; + } +} diff --git a/Assets/Scripts/MainGame/Run/RunConfig.cs.meta b/Assets/Scripts/MainGame/Run/RunConfig.cs.meta new file mode 100644 index 00000000..54667ee8 --- /dev/null +++ b/Assets/Scripts/MainGame/Run/RunConfig.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7c9f10354a642a848a3bdbdf63ae5c07 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving.meta b/Assets/Scripts/MainGame/Saving.meta new file mode 100644 index 00000000..d4da6f06 --- /dev/null +++ b/Assets/Scripts/MainGame/Saving.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 175507222ecd9de478dd227f1cc02a8d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MainGame/Saving/GameSave.cs b/Assets/Scripts/MainGame/Saving/GameSave.cs new file mode 100644 index 00000000..3e4a4e85 --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/GameSave.cs @@ -0,0 +1,40 @@ +using System; + +namespace Continentis.MainGame.Saving +{ + /// + /// 游戏存档的根节点,作为单一顶层对象写入 ES3 文件。 + /// ES3 用法:ES3.Save("GameSave", gameSave, "save.es3") + /// ES3.Load<GameSave>("GameSave", "save.es3") + /// + public class GameSave + { + /// + /// 存档格式版本号。当数据结构发生破坏性变更时递增, + /// SaveManager 读取时据此执行迁移逻辑。 + /// + public int saveVersion = 1; + + /// 最后一次保存的时间戳(UTC)。 + public DateTime saveTime; + + /// + /// 玩家账号级别数据(解锁内容、统计数据),跨跑局持久。 + /// + public PlayerSave playerData; + + /// + /// 当前进行中的跑局快照。null 表示无进行中的跑局(主菜单状态)。 + /// + public RunSave currentRun; + + public GameSave() + { + playerData = new PlayerSave(); + currentRun = null; + } + + /// 判断当前是否存在未完成的跑局。 + public bool HasActiveRun => currentRun != null; + } +} \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving/GameSave.cs.meta b/Assets/Scripts/MainGame/Saving/GameSave.cs.meta new file mode 100644 index 00000000..48db512a --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/GameSave.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a6d5fe0b6ae9a064b839dd40c4ad91d8 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving/PlayerSave.meta b/Assets/Scripts/MainGame/Saving/PlayerSave.meta new file mode 100644 index 00000000..128a9c47 --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/PlayerSave.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 30a96afbfcef5ed46b1813d61f7825ef +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MainGame/Saving/PlayerSave/PlayerSave.cs b/Assets/Scripts/MainGame/Saving/PlayerSave/PlayerSave.cs new file mode 100644 index 00000000..4dfc3b1c --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/PlayerSave/PlayerSave.cs @@ -0,0 +1,31 @@ +using System.Collections.Generic; + +namespace Continentis.MainGame.Saving +{ + /// + /// 玩家账号级别的存档数据。 + /// 跨跑局持久,记录解锁内容和统计数据。 + /// + public class PlayerSave + { + /// 总跑局次数(含失败)。 + public int totalRuns; + + /// 总胜利次数(成功通关次数)。 + public int totalVictories; + + /// + /// 已解锁内容的 DataID 列表。 + /// 供菜单界面、职业选择、卡牌图鉴等系统查询。 + /// 格式与 ModManager 资产 DataID 保持一致:Type_ModName_AssetName + /// + public List unlockedContentIDs; + + // TODO: 后续扩展 — 成就记录、统计数据(最高伤害、最长存活回合等) + + public PlayerSave() + { + unlockedContentIDs = new List(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving/PlayerSave/PlayerSave.cs.meta b/Assets/Scripts/MainGame/Saving/PlayerSave/PlayerSave.cs.meta new file mode 100644 index 00000000..84472b2a --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/PlayerSave/PlayerSave.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b12d4d21c439d5c41ae0c797248037d8 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving/RunSave.meta b/Assets/Scripts/MainGame/Saving/RunSave.meta new file mode 100644 index 00000000..6207eebb --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/RunSave.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c9283203f9ca79f4e96919a472f55d65 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MainGame/Saving/RunSave/CardSave.cs b/Assets/Scripts/MainGame/Saving/RunSave/CardSave.cs new file mode 100644 index 00000000..95a9d8e2 --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/RunSave/CardSave.cs @@ -0,0 +1,28 @@ +namespace Continentis.MainGame.Saving +{ + /// + /// 单张卡牌的存档快照。 + /// 只记录能够重建运行时 CardInstance 所需的最小信息。 + /// + public class CardSave + { + /// + /// 卡牌数据 DataID,格式:CardData_ModName_CardName + /// 通过 ModManager.GetData<CardData>(cardDataID) 还原。 + /// + public string cardDataID; + + /// + /// 升级层数(0 = 未升级)。 + /// + public int upgradeLevel; + + public CardSave() { } + + public CardSave(string cardDataID, int upgradeLevel = 0) + { + this.cardDataID = cardDataID; + this.upgradeLevel = upgradeLevel; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving/RunSave/CardSave.cs.meta b/Assets/Scripts/MainGame/Saving/RunSave/CardSave.cs.meta new file mode 100644 index 00000000..ed1802b8 --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/RunSave/CardSave.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e280529f33e40e4408aeaff395007ad6 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving/RunSave/HeroSave.cs b/Assets/Scripts/MainGame/Saving/RunSave/HeroSave.cs new file mode 100644 index 00000000..692ba031 --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/RunSave/HeroSave.cs @@ -0,0 +1,53 @@ +using System.Collections.Generic; + +namespace Continentis.MainGame.Saving +{ + /// + /// 单个玩家英雄的存档快照。 + /// 记录英雄在跑局中跨战斗保持的所有可变状态。 + /// + public class HeroSave + { + /// + /// 英雄角色数据 DataID,格式:CharacterData_ModName_HeroName + /// 通过 ModManager.GetData<CharacterData>(characterDataID) 还原。 + /// + public string characterDataID; + + /// + /// 当前 HP(跨战斗保持,受到伤害后降低,不自动回满)。 + /// + public int currentHP; + + /// + /// 当前最大 HP(初始值来自 CharacterData,装备或跑局事件可能修改)。 + /// + public int maxHP; + + /// + /// 当前完整牌组快照,包括初始牌、奖励牌和装备附带牌。 + /// + public List deck; + + /// + /// 当前装备 DataID 列表,格式:EquipmentData_ModName_EquipmentName + /// 通过 ModManager.GetData<EquipmentData>(id) 还原。 + /// + public List equipmentIDs; + + public HeroSave() + { + deck = new List(); + equipmentIDs = new List(); + } + + public HeroSave(string characterDataID, int currentHP, int maxHP) + { + this.characterDataID = characterDataID; + this.currentHP = currentHP; + this.maxHP = maxHP; + deck = new List(); + equipmentIDs = new List(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving/RunSave/HeroSave.cs.meta b/Assets/Scripts/MainGame/Saving/RunSave/HeroSave.cs.meta new file mode 100644 index 00000000..8c320bd4 --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/RunSave/HeroSave.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f70f65f2802e0e942bc433d15442e5af \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving/RunSave/RunSave.cs b/Assets/Scripts/MainGame/Saving/RunSave/RunSave.cs new file mode 100644 index 00000000..3a2a6520 --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/RunSave/RunSave.cs @@ -0,0 +1,59 @@ +using System.Collections.Generic; + +namespace Continentis.MainGame.Saving +{ + /// + /// 当次跑局的完整存档快照。 + /// 记录跑局开始配置、当前进度、资源,以及所有英雄的状态。 + /// + public class RunSave + { + /// + /// 当次跑局使用的配置 DataID,格式:RunConfig_ModName_ConfigName + /// 通过 ModManager.GetData<RunConfig>(runConfigID) 还原关卡序列等初始设置。 + /// + /// + /// 当前关卡序列进度,即 combatNodeIDs 的当前索引。 + /// + public int currentNodeIndex; + + /// + /// 关卡序列快照:开局时从 RunConfig.encounterSequenceIDs 拷贝而来。 + /// 格式:CombatNodeData_ModName_NodeName + /// EnterCombat 直接读取此列表,跑局中无需再查询 RunConfig。 + /// + public List combatNodeIDs; + + /// + /// 当前金币数量。 + /// + public int gold; + + /// + /// 跑局随机种子,用于保证重新进入游戏后奖励池与随机事件一致。 + /// + public int randomSeed; + + /// + /// 所有玩家英雄的状态快照列表,顺序与 RunConfig.initialHeroIDs 一致。 + /// + public List heroes; + + // TODO: Phase 4+ — 添加 relics(遗物列表)和 mapNodeRecord(地图选择记录) + + public RunSave() + { + combatNodeIDs = new List(); + heroes = new List(); + } + + public RunSave(int randomSeed, int startingGold, List combatNodeIDs) + { + this.randomSeed = randomSeed; + this.gold = startingGold; + this.combatNodeIDs = combatNodeIDs ?? new List(); + this.currentNodeIndex = 0; + heroes = new List(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving/RunSave/RunSave.cs.meta b/Assets/Scripts/MainGame/Saving/RunSave/RunSave.cs.meta new file mode 100644 index 00000000..04822ac0 --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/RunSave/RunSave.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 57ef00a1f49761341923dcb281587be4 \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving/SaveManager.cs b/Assets/Scripts/MainGame/Saving/SaveManager.cs new file mode 100644 index 00000000..aa17020f --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/SaveManager.cs @@ -0,0 +1,123 @@ +using System; +using Continentis.MainGame.Saving; +using SLSFramework.General; +using UnityEngine; + +namespace Continentis.MainGame +{ + /// + /// 负责游戏存档的读写、校验和删除。 + /// 跨场景持久,挂载在初始场景的 SaveManager GameObject 上。 + /// 内存中缓存一份 GameSave,所有操作均通过缓存进行, + /// 保证 PlayerSave(成就、统计)不会被跑局操作意外覆盖。 + /// + public class SaveManager : Singleton + { + private const string SaveKey = "GameSave"; + private const string SaveFilePath = "save.es3"; + + /// 内存中的存档缓存,Awake 时从文件加载,不存在则新建。 + private GameSave _cache; + + // ── 生命周期 ────────────────────────────────────────────────────── + + protected override void Awake() + { + Initialize(dontDestroy: true); + LoadOrCreate(); + } + + // ── 查询 API ────────────────────────────────────────────────────── + + /// 返回缓存中的 PlayerSave(账号级数据)。 + public PlayerSave PlayerData => _cache.playerData; + + /// 判断当前是否存在未完成的跑局。 + public bool HasActiveRun() => _cache.HasActiveRun; + + // ── 跑局存档 API ────────────────────────────────────────────────── + + /// + /// 将 RunSave 写入缓存并持久化。 + /// 由 MainGameManager 在开局和节点边界(战斗胜利后)调用。 + /// + public void SaveRunSave(RunSave runSave) + { + _cache.currentRun = runSave; + Flush(); + } + + /// + /// 清除当前跑局(战斗失败 / 放弃跑局),保留 PlayerSave。 + /// + public void DeleteRunSave() + { + _cache.currentRun = null; + Flush(); + Debug.Log("[Save] 跑局存档已清除(PlayerSave 保留)。"); + } + + /// 返回缓存中的 RunSave,若无进行中的跑局则返回 null。 + public RunSave GetRunSave() => _cache.currentRun; + + // ── 账号存档 API ────────────────────────────────────────────────── + + /// + /// 更新 PlayerSave 并持久化(解锁内容、统计数据变更时调用)。 + /// + public void SavePlayerData(PlayerSave playerSave) + { + _cache.playerData = playerSave; + Flush(); + } + + // ── 全局存档 API ────────────────────────────────────────────────── + + /// + /// 清除所有存档数据,包括 PlayerSave(账号重置时调用)。 + /// + public void DeleteAllData() + { + if (ES3.FileExists(SaveFilePath)) + { + ES3.DeleteFile(SaveFilePath); + Debug.Log("[Save] 所有存档已删除。"); + } + + _cache = new GameSave(); + } + + // ── 内部方法 ────────────────────────────────────────────────────── + + /// 从文件加载 GameSave;文件不存在则新建并立即持久化。 + private void LoadOrCreate() + { + if (!ES3.FileExists(SaveFilePath)) + { + _cache = new GameSave(); + Flush(); + Debug.Log("[Save] 未找到存档文件,已新建。"); + return; + } + + try + { + _cache = ES3.Load(SaveKey, SaveFilePath, defaultValue: null) ?? new GameSave(); + Debug.Log($"[Save] 存档加载成功(版本 {_cache.saveVersion})。"); + } + catch (Exception e) + { + Debug.LogError($"[Save] 存档加载异常,将新建:{e.Message}"); + _cache = new GameSave(); + Flush(); + } + } + + /// 将当前缓存写入文件。 + private void Flush() + { + _cache.saveTime = DateTime.UtcNow; + ES3.Save(SaveKey, _cache, SaveFilePath); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MainGame/Saving/SaveManager.cs.meta b/Assets/Scripts/MainGame/Saving/SaveManager.cs.meta new file mode 100644 index 00000000..7c1c9000 --- /dev/null +++ b/Assets/Scripts/MainGame/Saving/SaveManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ac19ca7000e542e4390e00760eda2fad \ No newline at end of file diff --git a/Assets/Scripts/MainGame/UI/ArrowsPage/ArrowsPage.cs b/Assets/Scripts/MainGame/UI/ArrowsPage/ArrowsPage.cs index fd35d2ad..be5c73dd 100644 --- a/Assets/Scripts/MainGame/UI/ArrowsPage/ArrowsPage.cs +++ b/Assets/Scripts/MainGame/UI/ArrowsPage/ArrowsPage.cs @@ -26,6 +26,17 @@ namespace Continentis.MainGame.UI { foreach (var pointerArrow in pointerArrows) LeanPool.Despawn(pointerArrow.gameObject); pointerArrows.Clear(); + mainPointerArrow = null; + } + + /// 移除并回收最后一支箭头(用于多目标选择的撤销操作)。 + public void RemoveLastPointerArrow() + { + if (pointerArrows.Count == 0) return; + PointerArrow last = pointerArrows[^1]; + pointerArrows.RemoveAt(pointerArrows.Count - 1); + if (last == mainPointerArrow) mainPointerArrow = null; + LeanPool.Despawn(last.gameObject); } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/UI/CombatMainPage/CombatMainPage.cs b/Assets/Scripts/MainGame/UI/CombatMainPage/CombatMainPage.cs index 4e019c9d..ddce6fe6 100644 --- a/Assets/Scripts/MainGame/UI/CombatMainPage/CombatMainPage.cs +++ b/Assets/Scripts/MainGame/UI/CombatMainPage/CombatMainPage.cs @@ -22,10 +22,29 @@ namespace Continentis.MainGame.UI public RoundHint roundHint; public Button endActionButton; + private Action currentButtonAction; + protected override void Awake() { base.Awake(); - endActionButton.onClick.AddListener(CombatMainManager.Instance.EndAction); + endActionButton.onClick.AddListener(OnButtonClicked); + // 默认绑定结束行动 + SetButtonAction(CombatMainManager.Instance.EndAction, "End Action", false); + } + + /// + /// 切换按钮回调、文本和可交互状态,统一从此处管理。 + /// + public void SetButtonAction(Action action, string label, bool interactable) + { + currentButtonAction = action; + endActionButton.GetComponentInChildren().text = label; + endActionButton.interactable = interactable; + } + + private void OnButtonClicked() + { + currentButtonAction?.Invoke(); } public void ClearAllCardViews() diff --git a/Assets/Scripts/MainGame/UI/CombatUIManager.cs b/Assets/Scripts/MainGame/UI/CombatUIManager.cs index 66830a9a..c6b7abaa 100644 --- a/Assets/Scripts/MainGame/UI/CombatUIManager.cs +++ b/Assets/Scripts/MainGame/UI/CombatUIManager.cs @@ -43,6 +43,13 @@ namespace Continentis.MainGame { combatMainPage.teamSwitchButton.UpdateTeamPileText(CombatMainManager.Instance.characterController.playerTeam); } + + /// 是否正处于多目标选择模式(左键/右键由 HandCardView 接管)。 + public bool IsInMultiTargetMode() + { + return selectingCardView is HandCardView handCard + && handCard.card.attributeSubmodule.targetCount > 1; + } } public partial class CombatUIManager @@ -53,6 +60,8 @@ namespace Continentis.MainGame { return; } + + bool isMultiTargetMode = IsInMultiTargetMode(); Ray ray = combatCamera.ScreenPointToRay(Mouse.current.position.ReadValue()); @@ -63,7 +72,8 @@ namespace Continentis.MainGame hoveringCharacterView ??= hit.collider.GetComponent(); hoveringCharacterView.SetOutline(true); - if (Mouse.current.leftButton.wasPressedThisFrame) + // 多目标模式下,左键由 HandCardView 处理,跳过默认的角色面板选中逻辑 + if (!isMultiTargetMode && Mouse.current.leftButton.wasPressedThisFrame) { if (hoveringCharacterView == selectingCharacterView) { @@ -80,7 +90,7 @@ namespace Continentis.MainGame } else { - if (Mouse.current.leftButton.wasPressedThisFrame) + if (!isMultiTargetMode && Mouse.current.leftButton.wasPressedThisFrame) { selectingCharacterView?.hudContainer.DisableHUD("SelectingDot"); selectingCharacterView = null; @@ -92,7 +102,7 @@ namespace Continentis.MainGame hoveringCharacterView?.SetOutline(false); hoveringCharacterView = null; - if (Mouse.current.leftButton.wasPressedThisFrame) + if (!isMultiTargetMode && Mouse.current.leftButton.wasPressedThisFrame) { selectingCharacterView?.hudContainer.DisableHUD("SelectingDot"); selectingCharacterView = null; diff --git a/Assets/Scripts/MainGame/UI/General/CharacterAvatar.cs b/Assets/Scripts/MainGame/UI/General/CharacterAvatar.cs index b2695538..8e0ebe22 100644 --- a/Assets/Scripts/MainGame/UI/General/CharacterAvatar.cs +++ b/Assets/Scripts/MainGame/UI/General/CharacterAvatar.cs @@ -21,7 +21,7 @@ namespace Continentis.MainGame.UI public void Highlight(bool isHighlighted) { - Debug.Log($"Highlighting {character.data.displayName}: {isHighlighted}"); + //Debug.Log($"Highlighting {character.data.displayName}: {isHighlighted}"); if (isHighlighted) { diff --git a/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/HUD_MainAttributesBar.cs b/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/HUD_MainAttributesBar.cs index a697ce28..2367d1ef 100644 --- a/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/HUD_MainAttributesBar.cs +++ b/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/HUD_MainAttributesBar.cs @@ -27,10 +27,10 @@ namespace Continentis.MainGame.UI int currentBlock = currentAttributes.GetRoundValue("Block"); int currentDodge = currentAttributes.GetRoundValue("Dodge"); - int currentShield = currentAttributes.GetRoundValue("Shield"); + int currentTemporaryHealth = currentAttributes.GetRoundValue("TemporaryHealth"); defenseModule.UpdateBlock(currentBlock); defenseModule.UpdateDodge(currentDodge); - defenseModule.UpdateShield(currentShield); + defenseModule.UpdateShield(currentTemporaryHealth); } } diff --git a/Assets/Scripts/Menu/ConfirmOverrideRunPanel.cs b/Assets/Scripts/Menu/ConfirmOverrideRunPanel.cs new file mode 100644 index 00000000..b9efffc1 --- /dev/null +++ b/Assets/Scripts/Menu/ConfirmOverrideRunPanel.cs @@ -0,0 +1,57 @@ +using System; +using Continentis.MainGame; +using UnityEngine; +using UnityEngine.UI; + +namespace Continentis.Menu +{ + /// + /// 覆盖跑局确认面板。 + /// 挂载在确认面板的根 GameObject 上,自行管理显示/隐藏和按钮事件。 + /// 由 MenuManager 通过 Show(onConfirm) 唤起;确认后先删除旧跑局存档,再执行回调。 + /// + public class ConfirmOverrideRunPanel : MonoBehaviour + { + public Button confirmButton; + public Button cancelButton; + + private Action _onConfirm; + + // ── 生命周期 ────────────────────────────────────────────────────── + + private void Awake() + { + confirmButton.onClick.AddListener(OnConfirm); + cancelButton.onClick.AddListener(OnCancel); + gameObject.SetActive(false); + } + + // ── 公共 API ────────────────────────────────────────────────────── + + /// + /// 显示确认面板。 + /// + /// 玩家点击"确认"后执行的回调(由 MenuManager 传入 StartNewRun)。 + public void Show(Action onConfirm) + { + _onConfirm = onConfirm; + gameObject.SetActive(true); + } + + // ── 按钮事件 ────────────────────────────────────────────────────── + + private void OnConfirm() + { + gameObject.SetActive(false); + SaveManager.Instance.DeleteRunSave(); + _onConfirm?.Invoke(); + _onConfirm = null; + } + + private void OnCancel() + { + gameObject.SetActive(false); + _onConfirm = null; + } + } +} diff --git a/Assets/Scripts/Menu/ConfirmOverrideRunPanel.cs.meta b/Assets/Scripts/Menu/ConfirmOverrideRunPanel.cs.meta new file mode 100644 index 00000000..f6eeea48 --- /dev/null +++ b/Assets/Scripts/Menu/ConfirmOverrideRunPanel.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2dbb6a076cf6ac14ba838e2f2c593100 \ No newline at end of file diff --git a/Assets/Scripts/Menu/MenuManager.cs b/Assets/Scripts/Menu/MenuManager.cs index 796e5198..20cf6941 100644 --- a/Assets/Scripts/Menu/MenuManager.cs +++ b/Assets/Scripts/Menu/MenuManager.cs @@ -1,32 +1,91 @@ using System; -using System.Collections.Generic; +using Continentis; using Continentis.MainGame; -using Continentis.MainGame.Card; using I2.Loc; using SLSFramework.General; using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.Serialization; using UnityEngine.UI; namespace Continentis.Menu { - public class MenuManager : MonoBehaviour + public class MenuManager : Singleton { - //public SerializableDictionary> test; - public Button enterGameButton; + private const string CombatSceneName = "GameScene"; + + [Header("主菜单按钮")] + [FormerlySerializedAs("enterGameButton")] + public Button newGameButton; + public Button loadGameButton; + + [Header("面板")] + public ConfirmOverrideRunPanel confirmOverrideRunPanel; + + [Header("跑局配置")] + [Tooltip("新游戏使用的 RunConfig 资产")] + public RunConfig runConfig; + + [Header("语言设置")] public string languageToSet; - + + // ── 生命周期 ────────────────────────────────────────────────────── + private void Start() { - enterGameButton.onClick.AddListener(EnterGame); - enterGameButton.interactable = true; - //Set Language to Simplified Chinese - if(string.IsNullOrEmpty(languageToSet)) languageToSet = "Simplified Chinese"; + if (string.IsNullOrEmpty(languageToSet)) + languageToSet = "Simplified Chinese"; LocalizationManager.CurrentLanguage = languageToSet; + + newGameButton.onClick.AddListener(OnNewGameClicked); + loadGameButton.onClick.AddListener(OnContinueClicked); + + RefreshButtons(); } - - public void EnterGame() + + // ── 按钮事件 ────────────────────────────────────────────────────── + + /// + /// 新游戏按钮:若已有进行中的跑局则弹出确认框,否则直接开始。 + /// + private void OnNewGameClicked() { - UnityEngine.SceneManagement.SceneManager.LoadScene("GameScene"); + if (SaveManager.Instance.HasActiveRun()) + confirmOverrideRunPanel.Show(StartNewRun); + else + StartNewRun(); + } + + /// 继续游戏按钮:设置意图后加载战斗场景。 + private void OnContinueClicked() + { + InfoTransistor.Instance.menuToMainGame.menuIntent = InfoTransistor.Menu.MenuIntent.ContinueRun; + InfoTransistor.Instance.menuToMainGame.pendingRunConfig = null; + SceneManager.LoadScene(CombatSceneName); + } + + // ── 内部方法 ────────────────────────────────────────────────────── + + /// 根据存档状态刷新按钮可交互性。 + private void RefreshButtons() + { + bool hasActiveRun = SaveManager.Instance.HasActiveRun(); + newGameButton.interactable = true; + loadGameButton.interactable = hasActiveRun; + } + + /// 写入意图并加载战斗场景,由新游戏流程调用。 + private void StartNewRun() + { + if (runConfig == null) + { + Debug.LogError("[Menu] 未指定 RunConfig,无法开始新跑局。请在 MenuManager Inspector 中赋值。"); + return; + } + + InfoTransistor.Instance.menuToMainGame.menuIntent = InfoTransistor.Menu.MenuIntent.StartNewRun; + InfoTransistor.Instance.menuToMainGame.pendingRunConfig = runConfig; + SceneManager.LoadScene(CombatSceneName); } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Mod/Manifests/ModManifest.cs b/Assets/Scripts/Mod/Manifests/ModManifest.cs index 814b5afa..a947e868 100644 --- a/Assets/Scripts/Mod/Manifests/ModManifest.cs +++ b/Assets/Scripts/Mod/Manifests/ModManifest.cs @@ -64,6 +64,11 @@ namespace Continentis.Mods [ListDrawerSettings(ShowIndexLabels = false)] public List equipmentDataIDList = new List(); + [BoxGroup("资产列表")] + [LabelText("CombatNode Data ID 列表")] + [ListDrawerSettings(ShowIndexLabels = false)] + public List combatDataIDList = new List(); + [BoxGroup("资产列表")] [LabelText("HUD Data ID 列表")] [ListDrawerSettings(ShowIndexLabels = false)] @@ -80,6 +85,7 @@ namespace Continentis.Mods SaveIDListToDatabase(host, cardDataIDList); SaveIDListToDatabase(host, characterDataIDList); SaveIDListToDatabase(host, equipmentDataIDList); + SaveIDListToDatabase(host, combatDataIDList); SaveIDListToDatabase(host, hudDataIDList); // 加载此 Mod 的 EditorBaseCollection(含意图图标 Sprite 等运行时资源) @@ -137,6 +143,7 @@ namespace Continentis.Mods CollectAllCardData(); CollectAllCharacterData(); CollectAllEquipmentData(); + CollectAllCombatData(); CollectAllHUDData(); CollectAllLocalizations(); CollectEditorBaseCollection(); @@ -176,6 +183,14 @@ namespace Continentis.Mods EditorUtility.SetDirty(this); } + [FoldoutGroup("工具/分别收集")] + [Button("收集 CombatNodeData")] + private void CollectAllCombatData() + { + combatDataIDList = CollectData(); + EditorUtility.SetDirty(this); + } + [FoldoutGroup("工具/分别收集")] [Button("收集 HUDData")] private void CollectAllHUDData() diff --git a/Assets/Scripts/Others.meta b/Assets/Scripts/Others.meta new file mode 100644 index 00000000..0d37e95e --- /dev/null +++ b/Assets/Scripts/Others.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d1ef57cbb06ee5542bcc132bfc479b70 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Others/InformationTransistor.meta b/Assets/Scripts/Others/InformationTransistor.meta new file mode 100644 index 00000000..26497717 --- /dev/null +++ b/Assets/Scripts/Others/InformationTransistor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b727ed1e4af850649838d0894a0790e1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Others/InformationTransistor/InfoTransistor.cs b/Assets/Scripts/Others/InformationTransistor/InfoTransistor.cs new file mode 100644 index 00000000..9467af90 --- /dev/null +++ b/Assets/Scripts/Others/InformationTransistor/InfoTransistor.cs @@ -0,0 +1,32 @@ +using SLSFramework.General; +using UnityEngine; + +namespace Continentis +{ + public partial class InfoTransistor : Singleton + { + public MenuToMainGame menuToMainGame; + + protected override void Awake() + { + Initialize(true); + } + } + + public partial class InfoTransistor + { + public static class Menu + { + /// + /// 跑局意图:告知 GameScene 中 MainGameManager.Awake() 该执行新游戏还是继续游戏。 + /// + public enum MenuIntent + { + None, + StartNewRun, + ContinueRun + } + } + } + +} \ No newline at end of file diff --git a/Assets/Scripts/Others/InformationTransistor/InfoTransistor.cs.meta b/Assets/Scripts/Others/InformationTransistor/InfoTransistor.cs.meta new file mode 100644 index 00000000..2e3935e2 --- /dev/null +++ b/Assets/Scripts/Others/InformationTransistor/InfoTransistor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cd95cef627271d343b8e33a1471e8b94 \ No newline at end of file diff --git a/Assets/Scripts/Others/InformationTransistor/MenuToMainGame.cs b/Assets/Scripts/Others/InformationTransistor/MenuToMainGame.cs new file mode 100644 index 00000000..c8024d53 --- /dev/null +++ b/Assets/Scripts/Others/InformationTransistor/MenuToMainGame.cs @@ -0,0 +1,24 @@ +using System; +using Continentis.MainGame; + +namespace Continentis +{ + public partial class InfoTransistor + { + [Serializable] + public class MenuToMainGame + { + /// + /// 跑局意图:告知 MainGameManager.Awake() 该执行新游戏还是继续游戏。 + /// 由 MenuManager(菜单跳转)或 MainGameManager.ExitCombat(胜利后进入下一战)写入。 + /// + public Menu.MenuIntent menuIntent = Menu.MenuIntent.None; + + /// + /// 新游戏时传入的 RunConfig,ContinueRun 时为 null。 + /// + public RunConfig pendingRunConfig; + } + } +} + diff --git a/Assets/Scripts/Others/InformationTransistor/MenuToMainGame.cs.meta b/Assets/Scripts/Others/InformationTransistor/MenuToMainGame.cs.meta new file mode 100644 index 00000000..0f766302 --- /dev/null +++ b/Assets/Scripts/Others/InformationTransistor/MenuToMainGame.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2b120d42cd75b8a4eb0656f28b12098d \ No newline at end of file diff --git a/Assets/Scripts/SLSUtilities/CommandQueue/Cmd.cs b/Assets/Scripts/SLSUtilities/CommandQueue/Cmd.cs index b3332f66..a5418447 100644 --- a/Assets/Scripts/SLSUtilities/CommandQueue/Cmd.cs +++ b/Assets/Scripts/SLSUtilities/CommandQueue/Cmd.cs @@ -37,6 +37,19 @@ namespace SLSFramework.General return new ActionCommand(action).SetDelay(seconds); } + /// + /// 创建一条"等待外部信号"命令。 + /// 调用返回的 Action 时,命令立即完成,队列继续执行。 + /// 典型用法:等待玩家点击按钮确认。 + /// + /// 外部调用此委托以释放命令。 + public static CommandBase WaitForSignal(out Action signal) + { + var tcs = new UniTaskCompletionSource(); + signal = () => tcs.TrySetResult(); + return new WaitForSignalCommand(tcs); + } + // ── 组合工厂 ───────────────────────────────────────────────────── /// 创建一个顺序执行的命令组。 @@ -135,5 +148,20 @@ namespace SLSFramework.General await asyncAction(); } } + + private sealed class WaitForSignalCommand : CommandBase + { + private readonly UniTaskCompletionSource tcs; + + public WaitForSignalCommand(UniTaskCompletionSource tcs) + { + this.tcs = tcs; + } + + protected override async UniTask ExecuteAsync(CommandContext outerContext) + { + await tcs.Task; + } + } } } diff --git a/Assets/Scripts/SLSUtilities/General/DictionaryExtension.cs b/Assets/Scripts/SLSUtilities/General/DictionaryExtension.cs index 8467fd78..b7676517 100644 --- a/Assets/Scripts/SLSUtilities/General/DictionaryExtension.cs +++ b/Assets/Scripts/SLSUtilities/General/DictionaryExtension.cs @@ -31,6 +31,14 @@ namespace SLSFramework.General action.Invoke(arg1, arg2); } } + + public static void Invoke(this IDictionary> dictionary, T1 arg1, T2 arg2, T3 arg3) + { + foreach (var action in dictionary.Values) + { + action.Invoke(arg1, arg2, arg3); + } + } public static void ModifyOrAdd(this IDictionary dictionary, string key, float delta) { diff --git a/Assets/Scripts/SLSUtilities/UModAssistance/ModManager.cs b/Assets/Scripts/SLSUtilities/UModAssistance/ModManager.cs index 34a46192..a6815b71 100644 --- a/Assets/Scripts/SLSUtilities/UModAssistance/ModManager.cs +++ 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"documentationUrl": "https://docs.bezi.com/", + "documentationUrl" : "https://docs.bezi.com/", "author": { "name": "Bezi", "url": "https://www.bezi.com/" @@ -14,7 +14,7 @@ "bezi3d" ], "unity": "2018.3", - "version": "0.79.17", + "version": "0.82.2", "type": "library", "hideInEditor": false, "dependencies": { diff --git a/Packages/manifest.json b/Packages/manifest.json index 2f8d14dc..6a273b4e 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -4,7 +4,6 @@ "com.unity.2d.animation": "13.0.4", "com.unity.2d.sprite": "1.0.0", "com.unity.addressables": "2.8.0", - "com.unity.ai.inference": "2.4.1", "com.unity.ai.navigation": "2.0.9", "com.unity.burst": "1.8.27", "com.unity.collab-proxy": "2.11.3", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index eafc990c..b78eb438 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -65,19 +65,6 @@ }, "url": "https://packages.unity.com" }, - "com.unity.ai.inference": { - "version": 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b/ProjectSettings/ProjectSettings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6ca916ff42a0d11f158ae72725d8edbdfe9b16fcfa2f4f38f10eca5cae26a529 -size 27966 +oid sha256:60fd7e0d2102f32d3903a3e6f8809f539b3f84514e5fb61a0a36979dbb2106d6 +size 27950 diff --git a/docs/Art_Vision_VisualTarget.md b/docs/Art_Vision_VisualTarget.md new file mode 100644 index 00000000..8c5b26ac --- /dev/null +++ b/docs/Art_Vision_VisualTarget.md @@ -0,0 +1,52 @@ +# 首席美术指导交接文档:项目视觉标杆 (Visual Target) + +## 一、【视觉总结】 +本项目是一款融合了 JRPG 王道叙事的《杀戮尖塔》like 卡牌游戏。整体呈现**“王道、明快、群像冒险”**的特征。以下为确定的全局核心规范: + +1. **整体基调与色彩心理学**:高饱和、环境光充足(类似《蔚蓝档案》或《异度神剑》的明亮感和空气感),向玩家传递强烈的“踏上未知大陆的希望与冒险精神”。 +2. **战斗系统与镜头 (Battle Camera)**:采用传统横版对峙视角。初期美术资产为精美的纯 2D 图片素材(原画+UI),后期将平滑过渡为 Spine 2D 骨骼动画。 +3. **地图与过场形式 (Map UI)**:采用 **微缩模型沙盘 (Tabletop Diorama)** 风格(参考《暗喻幻想》),玩家如在精美的桌游棋盘上推进带有质感的棋子,并在节点间游走。 +4. **UI/HUD 美学风格**:摒弃传统厚重的欧美奇幻中世纪纹理,采用 **现代日式扁平/半透明风格 (Clean & Modern JRPG)**。注重几何切割、发光细线、磨砂毛玻璃透贴质感,营造清晰、高级的视觉体验。 +5. **生态与魔王城视觉渐变**: + - 旅途前期与中期展现**极具多样性的正统奇幻生态圈**(平原、森林、荒漠)。 + - 随着逼近魔王城,怪物生态变得更为强大与暴虐。最终的魔王城呈现实一种**“宏伟的高阶异族堡垒 (Grand Imperial Fortress)”**感。它不再是传统破败的黑地牢,而是由高阶黑曜石、暗金色金属与巨大的异族工业/魔法建筑组成的庞大建筑群,展现出魔王军队作为大陆上另一股强大势力的军事威严。 + +--- + +## 二、【概念图参考描述 (AI Prompts for Nano Banana 2)】 +以下是为你提取的英文自然语言描述。针对 Nano Banana 的特性,我已将它们重写为极具镜头感、空间逻辑清晰的完整描述句: + +### 1. 角色与小队 (The Adventurer Party) +> **Prompt:** A beautifully composed wide-angle shot of a classic JRPG adventurer party standing on a bright, sunny grassy hilltop. In the foreground, a knight wearing gleaming asymmetrical armor and exaggerated glowing shoulder plates holds a massive translucent shield. Beside him, a mage wearing an oversized witch hat is casting a spell with a crystalline glowing staff. The environment is bathed in highly saturated, dynamic global illumination from a clear bright blue sky, highlighting the rich leather textures and glowing magical metallic accents of their outfits. + +### 2. UI 界面框体基调参考 (Clean Modern Fantasy UI) +> **Prompt:** A macro shot focusing on a modern JRPG user interface design layout superimposed over a blurred fantasy background. The UI features clean, sleek, translucent frosted glass panels accented with extremely thin, glowing neon-blue and gold border lines. There are no heavy wood or metal textures; instead, the design relies on sharp geometric UI cuts and minimalist stylized icons. Several magical paper cards appear to be floating on the screen, exhibiting a flat, high-end digital aesthetic reminiscent of elegant gaming HUDs. + +### 3. 沙盘棋盘式地图 (Tabletop Map) +> **Prompt:** A slight overhead camera angle looking down at a beautifully crafted fantasy tabletop map that resembles a physical diorama. The map surface appears to be made of elegantly carved stone and thick parchment. A winding path of gently glowing nodes travels through miniature, stylized forests and mountains. An intricately detailed, metallic adventurer chess piece stands proudly on one of the glowing nodes. The shallow depth of field and tilt-shift effect create a dramatic miniature lighting setup. + +### 4. 最终关卡魔王城 (The Grand Imperial Fortress) +> **Prompt:** A dramatic wide-angle side-scrolling view of a majestic and oppressive final boss arena. The arena is not a ruined dark dungeon, but rather a grand imperial fortress constructed from massive blocks of polished obsidian and dark gold metals. Immense, imposing architecture showcasing advanced magical engineering towers in the background, lit by the ominous glow of heavily armored banners and braziers. The scene conveys the military discipline and overwhelming might of the Demon King's army under a cloudy, dramatic sky. + +--- + +## 三、【拆分子方案 (各个研发流程需求拆分)】 + +### 1. [2D & UI 美术需求] +- **卡牌设计 (Card Design)**:主体为实体魔法羊皮纸质感,四周采用极简的金色/淡蓝色发光线条勾边。职业专属卡牌可通过底部渐变底色区分(如:骑士为赤红,法师为幽蓝)。 +- **HUD与面板**:采用“毛玻璃 (blur)”+ 平面几何切割。绝大部分面板避免堆砌装饰物,重点表现信息的排版层级与微小动效。 +- **角色立绘与切片**:初期需绘制具备大剪影特征(巨武、大披风、大帽子)的静态立绘以提供强烈的视觉辨认度;立绘绘制需严格分离图层(四肢、头部、武器独立分层),为后期直接转入 Spine 2D 做好准备。 + +### 2. [3D & TA (技术美术) 需求 - *虽为2D依然需要TA加持*] +- **UI 材质开发**:编写能在 Unity UGUI 下高效运行的【背景高斯模糊/毛玻璃 (Frosted Glass Shader)】材质,用于大部分系统弹窗面板。 +- **卡牌表现特效**:使用 Shader Graph 或对应工具,为稀有卡牌写一个【流光边缘 (Edge Glow)】或【全息箔闪 (Holographic Foil Base)】的材质,加强摸得到卡牌的“物理魔法感”。 +- **沙盘地图渲染**:如果是 3D 实现 2.5D 的地图,需要开启景深 (Depth of Field) 表现出强烈的“微距感 (Tilt-shift)”;棋子需要实现好看的点光源反射与菲涅尔边缘光。 + +### 3. [VFX (特效) & Audio 需求] +- **卡牌化为指令的机制**:打出卡牌瞬间,生成一个**极速向对应角色飞去的粒子拖尾收束特效**(化为光点、符文或卡牌虚影飞去),配合高频、干脆的“咻砰”充能音效。 +- **角色联动特效**:由于初期只有静态图,强烈依赖特效提升打击感。如果是攻击特效,需要从角色图的“武器位置”向敌人爆发出夸张的【全屏刀光 / 重金属斩击特效】。 +- **环境渐近音效设计 (Audio Progression)**:前中期地图战斗曲为激昂、清晰的小号与弦乐;当临近魔王城时,场景氛围音(BGM)大幅引入**沉重有力的低音铜管、整齐划一的军鼓与强烈的行军节奏**,以衬托强大异族军队的军事压迫感。 + +--- +**Prepared by: Antigravity - Principal Art Director** +**Date: 2026-03-22** diff --git a/knowledge/INDEX.md b/knowledge/INDEX.md new file mode 100644 index 00000000..5263110f --- /dev/null +++ b/knowledge/INDEX.md @@ -0,0 +1,17 @@ +# 美术知识库索引 (Art Knowledge Base Index) + +**项目名称**: Continentis (代号) +**视觉定位**: JRPG 风格、王道明亮、现代扁平UI框架与异世界奇幻生态叠加。 +**更新日期**: 2026-03-22 + +## 核心视觉原则 (Core Visual Pillars) +1. **The Journey in Sunlight (阳光下的旅途)**: 保持明快通透的高饱和度 JRPG 用色,通过强烈的环境光和大气透视强调“踏上大陆旅途”的冒险感。 +2. **Clean & Modern JRPG UI (现代式透亮UI)**: 抛弃传统的繁复木纹与金属雕花,采用《暗喻幻想》或《崩坏:星穹铁道》式的透亮、几何图形切割、毛玻璃与细长发光线的现代 UI 设计。 +3. **Tabletop Diorama Map (微缩桌面沙盘地图)**: 玩家路线图呈现为精美的微缩模型/立体书式的桌面沙盘,带有强烈的实体感和“下棋”般的策略沉浸感。 +4. **Action-Driven Card Combat (指令驱动式特效反馈)**: 卡牌打出时不直接在 UI 层爆炸,而是作为“指令媒介”,化为光芒飞向角色,由角色释放高表现力的连携动作特效。 +5. **Grand Imperial Fortress (宏伟异族堡垒)**: 最终关卡与 BOSS 抛弃传统的黑暗地牢,采用“抛光黑曜石、暗金金属与宏伟魔法军事建筑”等元素,展现出一股强大且组织严密的多元种族军事威严感。 + +## 目录结构预留 +- `docs/Art_Vision_VisualTarget.md` - 核心视觉标杆与交接文档 (当前使用) +- 待添加: `docs/Character_Design_Guidelines.md` - 角色立绘标准 +- 待添加: `docs/VFX_Pipeline_Standards.md` - 特效制作规范